Hi, I’m working on a game where players trapped in a pit battle to collect 12 items in total to trigger an escape mechanism. Now the collectible device would’ve been fine for this because it enables me to use my custom mesh in the details panel and i can also use the tracker device to track it by tracking “Score” but the caveat is I’m unable to figure out a way players drop all acquired collectibles when eliminated out of the game. Please is there anyone that can help with any advice on this?
If you can use an item granter to grant a unique item when each different collectible is collected, then you can use an item remover to remove these items on elimination.
If the collectibles are the only score, you can also use the set score on a seperate score manager to reset thier score to 0.
Another way maybe do a class change on elimination with items cleared, but at this stage I’m unsure if collectibles are cleared.
If I understand correctly, you’re trying to almost replicate the Medallion mechanic from regular Fortnite in which an eliminated player drops the items so another can collect them.
In which case, you are out of luck. The way it should work is that when a player is eliminated, you move an item spawner device to the players location and spawn the items into the world. Unfortunately even though the item_spawner_device
has the MoveTo
and TeleportTo
methods inherited from creative_device
(which would allow you to move the device to the death location), these do not work (I have tried).
You may be able to achieve something close-ish to this, but it’ll be rough. I would consider a custom device in Verse that maintains a map
variable tracking which players have which items. Then using the elimination_manager_device
, subscribe to when a player is eliminated. When a player is eliminated you can then reference the map variable to lookup which items they had and transfer them to the eliminating player. This will not spawn the items in world for collection, and instead would just directly transfer them, but at least some tracking functionality would happen.
Oh thanks so much for taking the time out to explain, I understand everything you just said but I don’t know how to implement it. I don’t really know verse and I usually need to follow step by step tutorials concerning verse but I’ll give this a try.
I also tried using the gold coin for the item to be collected instead of the collectible device because it can be dropped when the player gets eliminated by default but I’m unable to customize it to my static mesh which I’ve come to terms with and I don’t really mind but the big Issue with this is I’m unable to figure out a way to track the completion of gold coins with the tracker device.
I just basically need a system where 12 total items can be collected to trigger a mechanism when completed for the specific player and these limited items can be dropped or maybe transferred when players are eliminated out of the game. It could be any device as long as it is capable of achieving this. Please could you shed more light on this?
Custom items are coming !!, add your mesh in when you update down the line.
If you set the tracker to events and use the increment value with the collected event from the collectible.
Use an elimination manager to reset progress or remove tracker on eliminated event.
The tracker should complete and give an event for the mechanism.
Hey thanks so so much, I’ll look into this.
Hello, so I paired the previous methods and the latest method you gave me and they all work to some extent. So currently, I have collectible devices, an item granter and a tracker device in a test scene. I made it such that every time a collectible device is picked up, a gold coin is granted to the player and the tracker device is set to events and increment progress which every time the item granter grants a gold coin, it increases count.
I also added an elimination manager to reset the tracker device on eliminated which also worked but I’m still unable to keep track of dropped gold coins by eliminated players. When Players still in the game pick up dropped gold coins, the tracker device doesn’t register it, It only registers the initial time It was granted by the Item granter but not when a player picks it up after It was dropped on eliminated.
This whole collectible gameplay seemed so simple in my head, I thought UEFN would have it by default.
Please this is one major gameplay mechanism holding me back and I’d really appreciate it if you could give me tips on this.
Ahhh OK
I was assuming 12 items to collect per player
Are you wanting only 12 items available to fight over ?
For this I think the Capture Item Spawner instead of the Collectible Device, it gives dropped and picked up events to work with. You should be able to have a few of them and won’t have to use the item granter.
Oh thank you so much and yes I mean 12 items to fight over. I’ll check this out and be sure to get back to you. Thank you really
Omg! It worked so well. This has been bothering me for so long, you have no idea. Thank you so much!
Hello so down the line I realized that I have an issue where multiple resources like gold dropped by players are counted as only one by the tracker device when picked up by another player, i.e. 5 gold coins dropped at once when picked up registers as only one using incremental progress by the tracker device (but still shows as 5 in the inventory), probably because they’re stacked up on each other, is there any work around for this?
Hmmm, thats disappointing.
But now we know…
Perhaps 1 tracker per capture item spawner will stop the stack up, set to complete on 1 event, and a main counter tracker to track the 12 tracker completion events.
If your allowing respawns, then each of the coin trackers will need a reset from the dropped item event of its capture device, and probably the main counter tracker should also get a decrement from each dropped item event also…
And the player spawned event may also need to assign the 12 trackers… as the trackers that have reset, have completed and I think are marked as completed… or maybe not, maybe a reset does it… can’t quite remember
But its good for joining players to assign them from spawn event anyway, I’ve seen posts about trackers assigned at game, not assigning to joining players…
This is really helpful, thank you.