Player Elimination VFX
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Fortnite.com/Characters }
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# ██║ ██║ ██║ ██║██║██╔════╝██║ ██║██╔══██╗██║
# ██║ ██║ ██║ ██║██║███████╗██║ ██║███████║██║
# ██║ ██║ ╚██╗ ██╔╝██║╚════██║██║ ██║██╔══██║██║
# ███████╗███████╗╚████╔╝ ██║███████║╚██████╔╝██║ ██║███████╗
# ╚══════╝╚══════╝ ╚═══╝ ╚═╝╚══════╝ ╚═════╝ ╚═╝ ╚═╝╚══════╝
#VERSE SCRIPT
#Author: Logan Lewis
#Follow me on Twitter.com/X.com @LL_Visuals
#Discord: llvisual
#A device that spawns a Blueprint Prop (in the example shown, inside is a Niagra Particle System Component) upon player death
#TO-DO:
# - Drag your Blueprint with a Niagra System inside, from your content browser, into the details panel into "DeathNiagraFX"
# - Select your Elimination Manager Device in the details panel
eliminationvfx := class(creative_device):
@editable DeathNiagraFX : creative_prop_asset = DefaultCreativePropAsset
@editable EliminationManager : elimination_manager_device = elimination_manager_device {}
OnBegin<override>()<suspends>:void=
EliminationManager.EliminatedEvent.Subscribe(Eliminated) ###gets the eliminated Agent
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