I recently setup a prop blueprint that you activate with a conditional button. It is meant to be a defensive shield against an objective. However when you activate it, your own team can destroy it. Is there a way in the blueprint that I can define what team it belongs too so that , teammates can’t troll each other. Thanks!
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Thanks, I submitted one.
How about using a barrier device instead, they have an ignore team, block weapon fire and can be enabled a conditional button and disabled by timer hooked up to the button or some other event.
Ya thats not a bad idea. I will just have to copy the exact shape of the geometry which will be time consuming but it is a solution! Will give it a go!
@Hardcawcanary Unfortunately I dont think this will work. I set up the barrier device around my prop. It blocks weapon fire and everything perfectly. I also set the other team to the ignore list, however these options “have no effect on bullets”, so it doesn’t look like I can control what teams bullets penetrate the barrier. Hmmm
Thats a shame, it may be possible to modify your blueprint with verse for this, however I don’t know verse, hopefully someone who does can post, I’ll keep my eyes open as well.
Ya , I am not very good at verse either unfortunately. Thank you for all the help!
Hey, what if you put giant triggers around them that can only be activated by the friendly team ?
The triggers seem to absorb the bullets, idk about explosives though
How would you tie the trigger to the prop manipulator ?
You don’t, I was just wondering if setting the team to the friendly team on the trigger would absorb their bullets and let the ennemy bullets go through…
I think you have to set the trigger to be invisible and the bullet will be absorbed
You have to check “Receive Damage when Invisible” and “Triggered by Damage” ONLY
Oooo now thats an idea there, great thought. Let me give that a try!
Also do you happen to know the expression for “players name” in text attirbute dialogs. Something like that , I cant remember it. So when using message feed you could say Destroyed Satellite A, and the message feed would display their name with the Destroyed Satellite A
I think you can use {instigatorname} and {playername}, never used it but I found it on the forum, you can give it a try
I think it’s for HUD message devices though, you tell me
Beautiful, you are the man! Thanks for the help, I have a feeling the trigger stuff will work. Will test and let you know!!
Unfortunately @im_a_lama I don’t think the trigger method will work. I am on Team One, I set the Trigger to Team 2 activation, no class activation.,Triggered by damage, receive damage when invisible, visible in game off. It doesnt let either team shoot through it to damage the prop. Thanks for the idea though! So close!
Ok so, for my last solution, I’ve to ask you if you can’t just put Triggers all around the objectives so you only allow one side to be shot ? (if all enemies are always on the same side and all allies always on the other)
If not, what you could do is instead use a damage counter. So :
- You set a
prop_manipulator
on your wall, set it toinvulnerable
- Each time the prop takes damage (through
prop_manipulator
events) you decrease a counter by 1 IF the damaging agent is on the enemy team, not sure how to do it in 1.0 though (maybeattribute_evaluator
?) - When the counter is at 0, you destroy/hide the prop
Like this guy : Prop manipulator "On Damaged" does not work with bows
Do you think it could work ?
Ya, so the prop can be damaged from all sides, since the enemies can move around it /etc.
This is an interesting solution, Ill give it a go and let you know if it works! Thanks for all the help, it is greatly appreciated!
@im_a_lama I think this might work! I did a quick test and looks like everything is in order. What a creative way to do this! Thank you so much for the help!
Are you at all experienced with Verse? I am able to show gold and metal resources on the HUD… I have crystals that I would like to show but don’t know how. Any advice?
You’re welcome dude, for the UI I don’t think you’ll be able to display it the same way as the gold and metal resources but you can try either with a HUD message device
set to infinite duration
or a custom Verse UI
(which can be harder).
You can retrieve the amount of crystals using conditional_button.IsHolding[]
function