How do I subscribe to DamagedEvent on a prop? I can hit it with the pickaxe and all so I assume there must be a way
@editable Prop : creative_prop = creative_prop{}
Prop.DamagedEvent.Subscribe(WasDamaged)
How do I subscribe to DamagedEvent on a prop? I can hit it with the pickaxe and all so I assume there must be a way
@editable Prop : creative_prop = creative_prop{}
Prop.DamagedEvent.Subscribe(WasDamaged)
I’d be interested in this too but haven’t figured out, would be nice to have an onDestroyed event too
I believe you would have to take the creative prop and align a prop manipulator device within it.
Then, you can do this:
@editable
Prop : prop_manipulator_device = prop_manipulator_device{}
OnBegin<override>()<suspends>:void=
Prop.OnDamagedEvent.Subscribe(OnPropDamaged)
OnPropDamaged(:agent):void=
Print("Prop Damaged"
It should also be noted that the objective_device is also a good alternative because it has more functions like setting its health getting more in-depth damage event’s like how much damage it was done (Eg if its exactly 20 damage dealt you can have different behavior knowing its 99% a pickaxe hit). A drawback is that unlike creative_prop’s each objective is a device and consumes more memory.
This works, but requires a device to be correctly placed in the editor, I don’t think you can spawn them from verse. I might have to do this in the end, but it’s not ideal. Even so, thank you!
This thing? Seemed perfect, aside from the memory hit, until I tried to change the mesh. I couldn’t find a way to extract the mesh from a fortnite prop, or drag a prop there straight away. Maybe I’m missing a button somewhere. Imported meshes do work, just would’ve liked to use a prop.
Ohh yea unfortunately won’t work for fortnite props unless it’s one of the few that have the meshes exposed and allowed to be referenced