Skins are a bit laggy since i used teleport.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Fortnite.com/Game }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Playspaces }
using { /Verse.org/Verse }
using { /Verse.org/Native }
using { /Verse.org/Random }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Fortnite.com/Teams }
using { /Verse.org/Simulation }
# See https://dev.epicgames.com/documentation/en-us/uefn/create-your-own-device-in-verse for how to create a verse device.
# A Verse-authored creative device that can be placed in a level
test := class(creative_device):
@editable ZombieSkin1 : creative_prop = creative_prop{}
@editable ZombieSkin2 : creative_prop = creative_prop{}
Updatemodel1(Agent : agent):void =
if(FortCharacter := Agent.GetFortCharacter[],tp:=ZombieSkin1.TeleportTo[FortCharacter.GetTransform().Translation,FortCharacter.GetTransform().Rotation]):
FortCharacter.Hide()
tp
Updatemodel2(Agent : agent)<suspends>:void =
if(FortCharacter := Agent.GetFortCharacter[],tp:=ZombieSkin2.TeleportTo[FortCharacter.GetTransform().Translation,FortCharacter.GetTransform().Rotation]):
FortCharacter.Hide()
tp
GetSkin()<suspends>:void =
loop:
Sleep(0.0)
TeamCollection := GetPlayspace().GetTeamCollection()
TeamsArray := TeamCollection.GetTeams()
for (TeamNumber->Team : TeamsArray):
if (TeamNumber = 0):
if(TeamZombie := TeamCollection.GetAgents[Team]):
if(Z1:=TeamZombie[0]):
Updatemodel1(Z1)
if (Z2:=TeamZombie[1]):
Updatemodel2(Z2)
GetTeams():[]team =
TeamCollection := GetPlayspace().GetTeamCollection()
TeamsArray := TeamCollection.GetTeams()
return TeamsArray
# Runs when the device is started in a running game
OnBegin<override>()<suspends>:void=
Sleep(0.5)
var Players : []player = array{}
set Players = GetPlayspace().GetPlayers()
for (elt : Players):
if (FortniteChara := elt.GetFortCharacter[]):
FortniteChara.Show()
GetSkin()