mark272
(mark272)
April 29, 2024, 9:22am
1
Reference ID
725ab4e0-4982-3725-11cf-fda46d362e8c
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Verse
Summary
Calling FortCharacter.PutInStasis(stasis_args{})
will not do anything, even if you specifically give arguments to the struct.
There is a workaround by calling Sleep first and then calling PutInStasis, like so:
Sleep(0.0)
FortCharacter.PutInStasis(stasis_args{})
Steps to Reproduce
Calling FortCharacter.PutInStasis(stasis_args{})
without calling Sleep()
first.
Expected Result
The player should be in stasis (frozen).
Observed Result
The player is not affected at all.
Platform(s)
windows
just tested my game in test (it isn’t live yet) and this works fine for me without the sleep command
if (FortniteCharacter.IsActive[]):
FortniteCharacter.PutInStasis(Args:=stasis_args{AllowTurning:=true, AllowEmotes:=true, AllowFalling:=false})
Some helper functions you may find useful.
I’m just putting this in my custom_agent class but you can do it directly with an agent extension. Just be aware it requires decides, but since you get tehse values together so frequently it saves a lot of space and keystrokes:
GetValidChar<override>()<decides><transacts>:tuple(fort_character,transform)=
Fort:=Agent.GetFortCharacter[]
Fort.IsActive[]
(Fort,Fort.GetTransform())
or
# add at module scope
(Agent:agent).GetTransform()<decides><transacts>:transform=
Fort:=Agent.GetFortCharacter[]
Fort:=IsActive[]
Fort.GetTransform()
# Usage if(ValidChar:=Agent.GetValidChar[]): ValidChar(0) = fort, ValidChar (1) = transform
(Agent:agent).GetValidChar()<decides><transacts>:tuple(fort_character,transform)=
Fort:=Agent.GetFortCharacter[]
Fort.IsActive[]
(Fort,Fort.GetTransform())
Flak
(Flak)
June 10, 2024, 7:13pm
5
We have a ticket in for this, FORT-695189. Thank you!
1 Like