Modded AI Patrol path
using { /Fortnite.com/AI}
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Fortnite.com/Characters}
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Verse.org/Random}
using { /Fortnite.com/Game}
# See https://dev.epicgames.com/documentation/en-us/uefn/create-your-own-device-in-verse for how to create a verse device.
# A Verse-authored creative device that can be placed in a level
modded_patrol_path := class(creative_device):
@editable
GuardSpawners: []guard_spawner_device = array{}
@editable
StartingNode: ai_patrol_path_device = ai_patrol_path_device{}
@editable
EnablePathModificationsOnSpawn: logic = false
@editable
EnablePathModificationsDelay: type {D:float where D >= 1.0, D <= 10.0} = 1.0
@editable
PatrolNodes:[]patrolnodes = array{}
#Calls in the subscribe functions for both the guard spawners and patrol nodes
OnBegin<override>()<suspends>:void=
StartingNode.PatrolPathStartedEvent.Subscribe(StartMaps)
for (Nodes : PatrolNodes):
Nodes.PatrolAssign()
for (Nodes : PatrolNodes):
for (Spawner : GuardSpawners):
Nodes.SubscribeToGuardSpawnerEvents(Spawner)
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