Simple Wave Spawn System
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Game }
using { /Verse.org/Simulation }
using { /Verse.org/Simulation/Tags }
using { /Verse.org/Random }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Verse.org/Simulation/Tags }
# Derive from the `tag` class in the Verse.org/Simulation/Tags module to create a new gameplay tag.
enemySpawnerTag := class(tag){}
# A Verse-authored creative device that can be placed in a level
enemy_wave_spawner := class(creative_device):
## Use a button device to start the game
@editable
ButtonDevice : button_device = button_device{}
## List is populated by tagged objects
var CreatureSpawners : []creature_placer_device = array{}
## Used for tracking kills
@editable
ElimMGR :elimination_manager_device = elimination_manager_device{}
## --- Game Logic
_gameActive : logic = false
var totalEnemiesKilled : int = 0
var roundEnemiesKilled : int = 0
var currentWave : int = 0
var waveKilledGoal : int = 10
## ------
OnBegin<override>()<suspends>:void=
Sleep(0.0)
Setup()
## Do Game Setup.
# Reset variables to 0, find tagged objects, listen to Managers
Setup(): void=
set roundEnemiesKilled = 0
set totalEnemiesKilled = 0
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