Guard Spawner Device
Used to spawn guards that can patrol and attack other agents.
Changing properties will only affect newly spawned guards.
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. |
Members
This class has both data members and functions.
Data
| Data Member Name | Type | Description |
|---|---|---|
Accuracy |
?guard_spawner_accuracy |
Determines how the guard uses its VisibilityRange as defined by guard_spawner_visibility_range_restriction. |
AlertedEvent |
listenable(payload) |
Signaled when a guard has identified an opponent. Source is the guard who is aware. Target is the agent who alerted the guard. |
CanBeHired |
?logic |
If true, agents can hire the guard. |
DamagedEvent |
listenable(payload) |
Signaled when guard is damaged. Source is the agent that damaged the guard. If the guard was damaged by a non-agent then false is returned. Target is the guard that was damaged. |
DespawnOnDismissal |
?logic |
Determines if the guard despawns when it is dismissed. |
DismissedEvent |
listenable(payload) |
Signaled when a guard is dismissed by a player. Source is the agent who dismissed the guard. Target is the guard that was dismissed. |
DisplayAlertness |
?logic |
Determines if the guard displays its alertness level over its head. |
EliminatedEvent |
listenable(payload) |
Signaled when a guard is eliminated. Source is the agent that eliminated the guard. If the guard was eliminated by a non-agent then Source is 'false'. Target is the guard that was eliminated. |
EliminatingEvent |
listenable(payload) |
Signaled when a guard eliminates an agent. Source is the guard that eliminated the agent. Target is the agent that was eliminated. |
HiredEvent |
listenable(payload) |
Signaled when a guard is hired by a player. Source is the agent who hired the guard. Target is the guard that was hired. |
InitialHealth |
?float |
Determines the starting health of the guard. This value is clamped between 1 and 10000. |
InitialShield |
?float |
Determines the starting shield of the guard. This value is clamped between 1 and 10000. |
Invincible |
?logic |
Whether the guard can receive damage. |
MaxHealth |
?float |
The health value of the guard. This value is clamped between 1 and 10000. |
MaxShield |
?float |
Determines the maximum shield value of the guard. This value is clamped between 1 and 10000. |
ObeyCommands |
?logic |
Determines if the guard obeys ping commands from its hired player. |
PatrolRange |
?float |
Distance in centimeters from its spawn position from which the guard will peacefully roam. This value is clamped between 200.0 and 25000.0. |
RestoreHealthAndShieldOnHire |
?logic |
Determines if the guard is healed when it is hired. |
ShowHealthBar |
?logic |
If true, displays the guard’s health to players. |
SpawnedEvent |
listenable(payload) |
Signaled when a guard is spawned. Sends the agent guard who was spawned. |
SuspiciousEvent |
listenable(payload) |
Signaled when a guard becomes suspicious. Sends the agent guard who is suspicious. |
TargetLostEvent |
listenable(payload) |
Signaled when a guard has lost track of a target. Source is the guard that lost track of a target. Target is the agent no longer targeted by the guard. |
UnawareEvent |
listenable(payload) |
Signaled when a guard becomes unaware. Sends the agent guard who is unaware. |
VisibilityRange |
?float |
Determines the range, in centimeters, from which the guard will respond. This value is clamped between 0.0 and 25000.0. |
VisibilityRangeRestriction |
?guard_spawner_visibility_range_restriction |
Determines how the guard uses its VisibilityRange as defined by guard_spawner_visibility_range_restriction. |
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