So basically I am trying to make a map where you shoot a target and if you hit the target, you get instant reload and can quickly shoot again but if you miss, you have to wait the full reload time. I know you can turn instant reload on from team settings and inventory but I’m trying to figure out how to temporarily grant it to a player when they hit a target. Essentially they get rewarded for hitting the target with the ability to instantly shoot the next target but if they miss they have to wait for the gun to reload. This is for an aim training map btw. If anyone could help that would be great.
is it the actual target devices that you’re using?
You can also specify instant reload in a class designer. You might get some unwanted side effects of switching teams to do it so a player class is probably what you want. Once you’ve configured the instant reload class and your normal class, you can switch them with the Class Selector Devices.
the problem is that there is still a delay between shots if your gun gets to empty with “instant reload” on. You have to re-grant the item to do it the fastest/cleanest. In Fortnite Creative you can use a save point device to load their inventory easily but since we don’t have that in UEFN yet, you have to sense what gun the player is holding and re-grant that.
That makes sense, I did think regranting the item might be necessary if the behaviour of toggling instant reload wasn’t right.
It’s the dummy target device
the thing about that device is that you’re going to run into the issue that in Verse it doesn’t send an agent for some reason. What you have to do is connect it to a trigger device and then subscribe to the TriggeredEvent
of the trigger. Then you can do what I was saying with the conditional buttons.
Is there a simple way to do this in creative? I know that a map has done this in normal creative and not in uefn
In Creative you can load their inventory every time they get a hit on the target, in UEFN you have to connect the target with conditional buttons to detect the held item, then consume/regrant the held item.
I believe I can use an item granter to grant the player an item when they hit a target. I know how to set that up. But how would I go about granting an item based on what the player is holding like you mentioned above? Basically replacing the gun they are holding, with the same gun in order to have the instant reload effect.
you would connect the target with a conditional button for each type of gun they could possibly hold with the “held item” option turned on. Then use “when activated” to connect to a corresponding item granter with that gun. If you are using Verse to do this, you will have to connect the target/targets to a trigger to connect to the conditional buttons.
figured it out. thanks for all your help
There could be unintended consequences if you switch teams to achieve this, so utilizing a player class is likely the better approach. Once you’ve set up both the instant reload class and your regular class, you can seamlessly switch between them using the Class Selector Devices.
I wouldn’t exactly say it’s seamless, but yes class switching is more logical to use than team switching in this case.
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