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Lesson 9: Practice Time!

Lesson 9: Practice Time!

For this exercise, your goal is to damage the player if they do not move a certain distance from their spawn pad within a defined time. You will use failure expressions and failure contexts to get location information about the player, and to figure out how far they have moved 10 seconds after spawning.

For this exercise, your goal is to damage the player if they do not move a certain distance from their spawn pad within a defined time. You will use failure expressions and failure contexts to get location information about the player, and to figure out how far they have moved 10 seconds after spawning.

First, make sure you still have the HurtPlayer() and CalculateDamage() functions in your Verse file. You will be calling HurtPlayer() if the player has not moved far enough. As a reminder, here is the code for those functions.



|  | HurtPlayer(DamageAmount:float):void= |
| --- | --- |
|  | Playspace:fort_playspace = GetPlayspace() |
|  | AllPlayers:[]player = Playspace.GetPlayers() |
|  | if (Player:player = AllPlayers[0]): |
|  | if (FortniteCharacter:fort_character = Player.GetFortCharacter[]): |
|  | MyCharacterHealth:float = FortniteCharacter.GetHealth() |
|  | DamageToDo:float = CalculateDamage(MyCharacterHealth, DamageAmount, 1.0) |
|  | Print("Damage To Do: {DamageToDo}") |
|  | FortniteCharacter.Damage(DamageToDo) |
|  |  |
|  | CalculateDamage(PlayerHealth:float, DesiredDamageAmount:float, MinHealth:float):float= |
|  | # If the damage amount would not eliminate the player, do that amount of damage |
|  | if (PlayerHealth > DesiredDamageAmount): |
|  | return DesiredDamageAmount |
|  | else if (PlayerHealth > MinHealth): |
|  | # Give player one more chance if their health is low |
|  | return PlayerHealth - MinHealth |
|  | else: |
|  | # Eliminate player |
|  | return PlayerHealth |

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Last updated 2024-12-05T00:00:00+00:00

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