Verse API reference page for the overlord_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 |
BeamArc |
?float |
Determines the distance/angle that the beam will travel * Values are clamped between 0.0 and 360.0 degrees |
BeamCooldownTime |
?float |
Determines the amount of time that the Spire must wait to use the beam attack after previously using it * Values are clamped between 0.0 and 60.0 seconds |
BeamDamagePerSecondToBuildings |
?float |
Determines how much total damage the beam attack does per second to buildings. * Values are clamped between 0.0 and 1000.0 * A portion of the damage is applied multiple times per second while a target is within the beam. |
BeamDamagePerSecondToCreatures |
?float |
Determines how much total damage the beam attack does per second to creatures. * Values are clamped between 0.0 and 1000.0 * A portion of the damage is applied multiple times per second while a target is within the beam. |
BeamDamagePerSecondToGuards |
?float |
Determines how much total damage the beam attack does per second to guards. * Values are clamped between 0.0 and 1000.0 * A portion of the damage is applied multiple times per second while a target is within the beam. |
BeamDamagePerSecondToPlayers |
?float |
Determines how much total damage the beam attack does per second to players. * Values are clamped between 0.0 and 1000.0 * A portion of the damage is applied multiple times per second while a target is within the beam. |
BeamDamagePerSecondToVehicles |
?float |
Determines how much total damage the beam attack does per second to vehicles. * Values are clamped between 0.0 and 1000.0 * A portion of the damage is applied multiple times per second while a target is within the beam. |
BeamDamagePerSecondToWildlife |
?float |
Determines how much total damage the beam attack does per second to wildlife. * Values are clamped between 0.0 and 1000.0 * A portion of the damage is applied multiple times per second while a target is within the beam. |
BeamDuration |
?float |
Determines how long the Spire takes to complete the beam attack * Values are clamped between 1.0 and 60.0 seconds |
BeginBeamEvent |
listenable(payload) |
Triggers when the Spire begins charging up its beam attack |
BeginHomingProjectileEvent |
listenable(payload) |
Triggers when the Spire starts spawning homing projectiles to fire |
BeginScreamEvent |
listenable(payload) |
Triggers when the Spire begins to perform the scream. |
BeginSlamEvent |
listenable(payload) |
Triggers when the Spire begins its slam attack |
BeginSlamRecoverEvent |
listenable(payload) |
Triggers when the Spire begins trying to recover from the slam attack, when the appendage weakpoint is stuck in the ground. |
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. |
EndBeamEvent |
listenable(payload) |
Triggers when the Spire finishes shooting its beam attack |
EndHomingProjectileEvent |
listenable(payload) |
Triggers when the last homing projectile has exploded |
EndScreamEvent |
listenable(payload) |
Triggers when the Spire has finished performing the scream |
EndSlamEvent |
listenable(payload) |
Triggers when the Spire has finished recovering from the slam attack |
EndSlamRecoverEvent |
listenable(payload) |
Triggers when the Spire finishes recovering from the slam attack and the appendage weakpoint is no longer stuck in the ground. |
Health |
?float |
The Spire's current health. Clamped between 0 and MaxHealth. * Setting this value does nothing if the Spire is destroyed. |
HomingProjectileCooldownTime |
?float |
Determines the amount of time that the Spire must wait to use the homing projectile attack after previously using it * Values are clamped between 0.0 and 60.0 seconds |
HomingProjectileDamageCreatures |
?float |
Determines how much total damage the homing projectile attack does to creatures. * Values are clamped between 0.0 and 10000.0 |
HomingProjectileDamageToBuildings |
?float |
Determines how much total damage the homing projectile attack does to buildings. * Values are clamped between 0.0 and 10000.0 |
HomingProjectileDamageToGuards |
?float |
Determines how much total damage the homing projectile attack does to guards. * Values are clamped between 0.0 and 10000.0 |
HomingProjectileDamageToPlayers |
?float |
Determines how much total damage the homing projectile attack does to players. * Values are clamped between 0.0 and 10000.0 |
HomingProjectileDamageToVehicles |
?float |
Determines how much total damage the homing projectile attack does to vehicles. * Values are clamped between 0.0 and 10000.0 |
HomingProjectileDamageWildlife |
?float |
Determines how much total damage the homing projectile attack does to wildlife. * Values are clamped between 0.0 and 10000.0 |
HomingProjectileMaxSpeed |
?float |
Determines the maximum speed that homing projectiles can accelerate to. * Values are clamped between 100.0 and 5000.0 meters per second |
IsBeamAttackEnabled |
?logic |
Determines if the Spire is able to use the beam attack. Setting this to false will not interrupt the attack if it is currently in progress. |
IsHomingProjectileAttackEnabled |
?logic |
Determines if the Spire is able to use the homing projectile attack. Setting this to false will not interrupt the attack if it is currently in progress. |
IsScreamAttackEnabled |
?logic |
Determines if the Spire is able to perform the scream attack. * The scream is an ability used when the spire drops below a health threshold. It performs an animation and events can be hooked up to it for things like spawning a wave of Guards to fight for it. * Setting this to false will not interrupt the ability if it is currently in progress. |
IsSlamAttackEnabled |
?logic |
Determines if the Spire is able to use the slam attack. Setting this to false will not interrupt the attack if it is currently in progress. |
MaxHealth |
?float |
The maximum health of this Spire. |
MaximumTimeBetweenAbilities |
?float |
Determines the maximum amount of time that the Spire must wait to use another ability after previously using one * The actual time to wait after each ability is chosen at random between this value and MinimumTimeBetweenAbilities * This is effectively a global cooldown across all abilities. * Values are clamped between 0.0 and 60.0 seconds |
MinimumTimeBetweenAbilities |
?float |
Determines the minimum amount of time that the Spire must wait to use another ability after previously using one * The actual time to wait after each ability is chosen at random between this value and MaximumTimeBetweenAbilities * This is effectively a global cooldown across all abilities. * Values are clamped between 0.0 and 60.0 seconds |
NumberOfHomingProjectiles |
?int |
Determines the number of homing projectiles that can be fired per attack. * Values are clamped between 1 and 20 projectiles |
ShowMapIcon |
?logic |
Determines if a Spire-specific icon should be displayed on the map while the Spire is spawned |
SlamAttackDamageCreatures |
?float |
Determines how much total damage the slam attack does to creatures. * Values are clamped between 0.0 and 10000.0 |
SlamAttackDamageToBuildings |
?float |
Determines how much total damage the slam attack does to buildings. * Values are clamped between 0.0 and 10000.0 |
SlamAttackDamageToGuards |
?float |
Determines how much total damage the slam attack does to guards. * Values are clamped between 0.0 and 10000.0 |
SlamAttackDamageToPlayers |
?float |
Determines how much total damage the slam attack does to players. * Values are clamped between 0.0 and 10000.0 |
SlamAttackDamageToVehicles |
?float |
Determines how much total damage the slam attack does to vehicles. * Values are clamped between 0.0 and 10000.0 |
SlamAttackDamageWildlife |
?float |
Determines how much total damage the slam attack does to wildlife. * Values are clamped between 0.0 and 10000.0 |
SlamCooldownTime |
?float |
Determines the amount of time the Spire must wait to use the slam attack after previously using it * Values are clamped between 0.0 and 60.0 seconds |
SlamInitialRadius |
?float |
Determines the radius that the slam attack initially affects before the shockwave spreads. * Values are clamped between 100.0 and 1000.0 meters |
SlamRecoveryTime |
?float |
Determines the amount of time it takes for the Spire to recover from the slam attack. * Values are clamped between 0.0 and 60.0 seconds * The higher the value, the longer the weakpoint is exposed. |
SlamShockwaveDuration |
?float |
Determines the time it takes for the slam attack's shockwave to reach the maximum radius. * Values are clamped between 1.0 and 30.0 seconds |
SlamShockwaveMaxRadius |
?float |
Determines the maximum radius that the slam attack's shockwave can spread * Values are clamped between 100.0 and 5000.0 meters |
SpawnEvent |
listenable(payload) |
Triggers when the Spire is spawned, either from players entering the Activation Distance or by events. |
TargetChangeEvent |
listenable(payload) |
Triggers when the Spire's player target is changed to a different player |
WaitForAllProjectilesToSpawnBeforeNextAttack |
?logic |
Succeeds if the Spire must wait until all projectiles have spawned before moving on to the next attack * Fails if the Spire will move on to the next attack when it finishes the spawning animation. * This setting is useful to make the encounter more challenging by allowing the Spire to shoot a large number of homing projectiles and to move on to another attack while they are still spawning |
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