A boss-like environmental encounter that will attack players with different abilities
Verse using statement |
using { /Fortnite.com/Devices } |
Inheritance Hierarchy
This class is derived from the following hierarchy, starting with creative_object:
| Name | Description |
|---|---|
creative_object |
Base class for creative devices and props. |
creative_device_base |
Base class for creative_device. |
Exposed Interfaces
This class exposes the following interfaces:
| Name | Description |
|---|---|
has_spire_functionality |
An interface for shared functionality between different spire devices |
Members
This class has both data members and functions.
Data
| Data Member Name | Type | Description |
|---|---|---|
ActivateEvent |
listenable(payload) |
Triggers when the Spire becomes activated from players entering the |
ActivationDistance |
?float |
Determines the distance where approaching players activate the Spire.
|
BeginChargeLaserEvent |
listenable(payload) |
Triggers when the Spire begins its laser attack |
DeactivateEvent |
listenable(payload) |
Triggers when the Spire becomes deactivated, either from players leaving the |
DestroyEvent |
listenable(payload) |
Triggers when the Spire is destroyed from damage or events
|
EndChargeAndFireLaserEvent |
listenable(payload) |
Triggers when the Spire shoots its laser attack. Triggers once, even if it shoots at multiple targets |
Health |
?float |
The Spire's current health. Clamped between 0 and
|
IsShieldActive |
?logic |
If the invulnerable shield for this Spire is active. While active, the Spire cannot take damage.
|
LaserAdditionalVerticalImpulseForce |
?float |
Determines the additive vertical force of the impulse applied to targets of the laser attack.
|
LaserAttackDamageToBuildings |
?float |
Determines how much total damage the laser attack does to buildings.
|
LaserAttackDamageToCreatures |
?float |
Determines how much total damage the laser attack does to creatures.
|
LaserAttackDamageToGuards |
?float |
Determines how much total damage the laser attack does to guards.
|
LaserAttackDamageToPlayers |
?float |
Determines how much total damage the laser attack does to players.
|
LaserAttackDamageToVehicles |
?float |
Determines how much total damage the laser attack does to vehicles.
|
LaserAttackDamageToWildlife |
?float |
Determines how much total damage the laser attack does to wildlife.
|
LaserChargeTime |
?float |
Determines the time it takes for the Spire to charge up its laser attack.
|
LaserCooldownTime |
?float |
Determines the amount of time that the Spire must wait to use the laser attack after previously using it.
|
LaserEffectRadius |
?float |
Determines the radius of the blast from where the laser hits.
|
LaserHorizontalImpulseForce |
?float |
Determines the multiplicative horizontal force of the impulse applied to targets of the laser attack based on distance.
|
LasersPerCharge |
?int |
Determines the number of targets the Spire can shoot lasers at per charged attack.
|
LaserVerticalImpulseForce |
?float |
Determines the multiplicative vertical force of the impulse applied to targets of the laser attack based on distance.
|
MaxHealth |
?float |
The maximum health of this Spire. |
ShowMapIcon |
?logic |
Determines if a Spire-specific icon should be displayed on the map while the Spire is spawned. |
Functions
| Function Name | Description |
|---|---|
Despawn |
Hides the spire immediately without playing any vfx
|
Destroy |
Sets the Spire's health to zero, destroying it.
|
Disable |
Disable the device which causes the Spire to become deactivated, stopping the behaviors and attacks, as well as preventing activation when players are within the
|
Enable |
Enable the device, causing the Spire to become activated when players are within the
|
GetTransform |
Returns the transform of the |
IsActivated |
If this Spire is currently activated.
|
IsDestroyed |
Succeeds if this Spire's health has reached 0. Fails otherwise. |
IsEnabled |
Succeeds if the Spire is enabled and fails if it is disabled.
|
IsSpawned |
Succeeds if this Spire is in a spawned state. Fails if the Spire is destroyed or has not spawned. |
MoveTo |
Moves the |
MoveTo |
Moves the |
Reset |
Resets the Spire to its initial state. |
Spawn |
Spawns the Spire, causing it to become visible and enabling collision
|
TeleportTo |
Teleports the |
TeleportTo |
Teleports the |