I want to set the attack power of players within a certain area to 0. Since using the “Damage Amplifier Powerup” causes a glowing effect on the player and there doesn’t seem to be a way to remove that effect at the moment, I’m looking for an alternative method.
I’m considering the following options:
Set the attack power of only players within the zone to 0
Set the attack power to 0 when the player spawns, and restore it when they enter a teleporter
Set the attack power to 0 when the player presses a button, and restore it when they press another button
Is it possible to achieve any of these functionalities using Verse?
You could try to set some agents Invincible, don’t know if it would work in your case though. (fort_character.SetVulnerability(false))
You could also try to remove the player weapons and then grant them again later, but it requires a bit of a setup and won’t be doable in every situation.
I also noticed players are not able to attack anymore when you go too far away from spawn (but this might just be a bug on my map :D)
Thank you for your idea.
I’d like to try using “fort_character.SetVulnerability(false)”, but I’m still not quite understanding how to use Verse.
If I want to make users who have activated the trigger device invincible, how should I write the code?
I’ve read through a few Verse tutorials but I’m still not fully grasping it.
If there are any easy-to-understand tutorials, could you please provide me with the URL?
@editable # So you can reference it in UEFN
MyTrigger : trigger_device = trigger_device{}
OnBegin<override>()<suspends>:void=
MyTrigger.TriggeredEvent.Subscribe(MyEventListener) # Tell MyTrigger to call MyEventListener when the "TriggeredEvent" happens (when it triggers basically)
# Function has to take one argument of type '?agent' because this is what the above TriggeredEvent is waiting for
MyEventListener(MaybeAgent: ?agent) : void =
if(Agent := MaybeAgent?, Character := Agent.GetFortCharacter[]): # Unwrap the optional (?agent) because you can trigger a trigger without an agent, then get the fort_character of the agent (which can fail too if the agent is spectating for example), agent != fort_character, fort_character is the in-game 3d model of the agent controlling it (you behind your keyboard)
Character.SetVulnerability(false)
Hope I was clear enough, go ahead if you have more questions. As of learning Verse, I personally went through all the guides epic provides in the order (without the minigames tutorials), but I’m a dev so it’s different I guess
I was able to implement it thanks to you! Thank you so much!
I will be doing more tests from here on, but it seems to be going well.
I also understood how to link Verse with devices, so I think I can apply it. Thank you very much again.