I am making a free for all box fight map and I’d like to make it so that the player who wins the previous round is granted a different loadout than everyone else in the new round. I’m still new to creative map making so is there devices I can use to do this? If so which ones and settings?
Yeah, the Class Designer Device, does loadouts and character set ups.
Set up one Class Designer for the default class, and set it class slot 1
and another Class Designer for the perk class, and set it to class slot 2
In island settings set your default class to class slot 1
and revert to default class at end of game.
Use a class selector device for default class, class slot 1,
and another class selector for perk class, class slot 2, these are used to switch players to the different classes.
The next bit is switching classes when player wins.
Maybe a bunch of player reference devices for all players, activates the default class first to clear the old round winner,
then a player reference device thats set to winner, activates perk class for round winner.
I’m getting rushed irl, can explain better
please do i’m also quite interested in this. I’m currently struggling with item granters & trackers
Hey lollipopPheonix,
What would you like to achieve ?
Have you checked out Class Designers yet ?
I want to make it so that the winner of the round recieves a gold pump shotgun in the next round.
I tried using trackers and item granters but I’m unsure on how to reset the tracker and if I even need too.
Essentially the psuedo code would look like,
if Player.status == winner:
player gets load out 2
else:
player gets load out 1
But I have no idea how to make it work in uefn and it isn’t covered by any tutorials I could find for making box fights.
Oh cool, I think maybe a player reference device, I haven’t got editor on at the moment, still a few days away from logging in, so I can’t give you exact settings yet…
There may be a better way to do this but…
Set the Player Reference Device to register each spawnpad that is used during gameplay rounds, on player spawned and have it replace the registered player if stats are higher.
Get a Class Designer, class slot 1, for default loadout and another Class Designer, class slot 2 for winner loadout,
In Island Settings,
set the Default Class to Class Slot 1 and the revert to Default class setting set to End of Round
If you dont have a Round Setting Device, place one down.
Place a timed objective device, set it to 1 second, use its Functions to Start from Round Setting Device on Round Start and in the player reference device use Activate on the timed objective devices success or time completed
Put Down a Class Selector Device and set it to Class Slot 2, then use its function, Change Player to Class by pointing to the player reference device and on activated.
All players spawn each round as default class and then the timed objective is used to wait the 1s so player reference has time to find player with highest stats, who then gets switched to Class 2.
I think thats it, let me know if you need a better description, or it doesn’t work.