Verse API reference page for the scout_spire_device class
A boss-like environmental encounter that will attack players with different abilities
Verse using statement |
using { /Fortnite.com/Devices } |
Inheritance Hierarchy
This class is derived from the following hierarchy, starting with creative_object:
| Name | Description |
|---|---|
creative_object |
Base class for creative devices and props. |
creative_device_base |
Base class for creative_device. |
Exposed Interfaces
This class exposes the following interfaces:
| Name | Description |
|---|---|
has_spire_functionality |
An interface for shared functionality between different spire devices |
Members
This class has both data members and functions.
Data
| Data Member Name | Type | Description |
|---|---|---|
ActivateEvent |
listenable(payload) |
Triggers when the Spire becomes activated from players entering the Activation Distance |
ActivationDistance |
?float |
Determines the distance where approaching players activate the Spire. * Values are clamped between 500.0 and 10000.0 cm |
BeginChargeLaserEvent |
listenable(payload) |
Triggers when the Spire begins its laser attack |
DeactivateEvent |
listenable(payload) |
Triggers when the Spire becomes deactivated, either from players leaving the Activation Distance |
DestroyEvent |
listenable(payload) |
Triggers when the Spire is destroyed from damage or events * Includes the agent that destroyed it, if any. |
EndChargeAndFireLaserEvent |
listenable(payload) |
Triggers when the Spire shoots its laser attack. Triggers once, even if it shoots at multiple targets |
Health |
?float |
The Spire's current health. Clamped between 0 and MaxHealth. * Setting this value does nothing if the Spire is destroyed. |
IsShieldActive |
?logic |
If the invulnerable shield for this Spire is active. While active, the Spire cannot take damage. * Setting this value does nothing if the Spire is destroyed. |
LaserAdditionalVerticalImpulseForce |
?float |
Determines the additive vertical force of the impulse applied to targets of the laser attack. * Values are clamped between 0.0 and 10000.0 |
LaserAttackDamageToBuildings |
?float |
Determines how much total damage the laser attack does to buildings. * Values are clamped between 0.0 and 10000.0 |
LaserAttackDamageToCreatures |
?float |
Determines how much total damage the laser attack does to creatures. * Values are clamped between 0.0 and 10000.0 |
LaserAttackDamageToGuards |
?float |
Determines how much total damage the laser attack does to guards. * Values are clamped between 0.0 and 10000.0 |
LaserAttackDamageToPlayers |
?float |
Determines how much total damage the laser attack does to players. * Values are clamped between 0.0 and 10000.0 |
LaserAttackDamageToVehicles |
?float |
Determines how much total damage the laser attack does to vehicles. * Values are clamped between 0.0 and 10000.0 |
LaserAttackDamageToWildlife |
?float |
Determines how much total damage the laser attack does to wildlife. * Values are clamped between 0.0 and 10000.0 |
LaserChargeTime |
?float |
Determines the time it takes for the Spire to charge up its laser attack. * Values are clamped between 0.5 and 60.0 |
LaserCooldownTime |
?float |
Determines the amount of time that the Spire must wait to use the laser attack after previously using it. * Values are clamped between 0.5 and 60.0 |
LaserEffectRadius |
?float |
Determines the radius of the blast from where the laser hits. * Values are clamped between 100.0 and 1000.0 |
LaserHorizontalImpulseForce |
?float |
Determines the multiplicative horizontal force of the impulse applied to targets of the laser attack based on distance. * Values are clamped between 0.0 and 10000.0 |
LasersPerCharge |
?int |
Determines the number of targets the Spire can shoot lasers at per charged attack. * Values are clamped between 1 and 50 |
LaserVerticalImpulseForce |
?float |
Determines the multiplicative vertical force of the impulse applied to targets of the laser attack based on distance. * Values are clamped between 0.0 and 10000.0 |
MaxHealth |
?float |
The maximum health of this Spire. |
ShowMapIcon |
?logic |
Determines if a Spire-specific icon should be displayed on the map while the Spire is spawned. |
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