Level Up Your Island: The Multi-Phase Storm
Level Up Your Island: The Multi-Phase Storm
Do you want your Fortnite island to feel like a real Battle Royale match? You can use the Advanced Storm Controller to make the storm shrink in stages. This keeps players moving toward the center. It adds excitement and challenge to your game.
What You'll Learn
- What an Advanced Storm Controller is.
- How to use Storm Beacons to change the storm's look.
- How to set up different storm stages.
- How to make your island feel more like a real game.
How It Works
Imagine you are playing a game of tag. The "safe zone" gets smaller every few minutes. This is called a storm. In Fortnite, the storm pushes players together. It also hurts players if they stay outside.
The Basic Storm Controller is simple. It just makes one big circle that shrinks. It is like a single balloon popping.
The Advanced Storm Controller is cooler. It can have up to 50 phases. A phase is a specific stage of the storm. Think of it like levels in a video game. Level 1 is easy. Level 2 is harder. Each phase can look different.
To make each phase unique, we use Storm Beacons. A beacon is like a color switch. You tell the controller: "When the storm hits Phase 2, use this blue beacon." You can change the storm's color, speed, and size for each phase. This makes your island look professional and fun.
Let's Build It
We will build a simple island with a two-phase storm. Phase 1 will be a slow, white mist. Phase 2 will be a fast, purple storm.
Step 1: Place the Main Controller
First, find the Advanced Storm Controller in the Creative device menu. Place it anywhere on your island. It does not matter where. It is the brain of the storm.
Step 2: Add a Beacon
Now, place an Advanced Storm Controller Beacon. Place it near the controller. You can change its color in the settings. Let's make it purple for our second phase.
Step 3: Connect Them
Go back to the Advanced Storm Controller. Look for the Storm Phases setting. Change it from "Basic" to Custom. This tells the controller to listen to your beacons.
Now, look for the Phase 2 settings. Assign your purple beacon to Phase 2. This means when the storm reaches the second stage, it will turn purple and move faster.
Step 4: Test It
Play your island! Wait for the storm to shrink. Watch how it changes when it hits the second phase. It should look and feel different.
Here is a simple Verse script example. This code shows how devices talk to each other. It is not a full game, but it shows the logic.
# This code imports the device tools we need.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
# We define our main class that holds our storm logic.
# Think of this as the "boss" device.
storm_manager := class(creative_device):
# We define our main storm controller.
# Think of this as the "boss" device.
# Note: tag this property @editable so you can assign it in the UEFN editor.
@editable
my_controller : advanced_storm_controller_device = advanced_storm_controller_device{}
# We define a beacon to change the storm's look.
# This is like a remote control for the storm.
# Note: tag this property @editable so you can assign it in the UEFN editor.
@editable
my_beacon : advanced_storm_beacon_device = advanced_storm_beacon_device{}
# This function runs when the game starts.
OnBegin<override>()<suspends>:void=
# First, the beacon is configured in the UEFN editor to link to a storm phase.
# advanced_storm_beacon_device does not expose an Enable call in Verse;
# enable/disable the beacon via its editor properties instead.
# This is like flipping a switch to "Advanced Mode".
# Next, we generate the storm so the controller begins running phases.
# Imagine telling a robot: "Start your task list now."
# Note: phase-to-beacon links are set up in the UEFN editor via
# the controller's Storm Phases settings; Verse activates the devices.
my_controller.GenerateStorm()
# Finally, we destroy and regenerate as needed — the storm will now
# shrink in stages as configured in the editor.
# The storm is now active and will respond to its phase configuration.```
### Walkthrough
* **`using { /Fortnite.com/Devices }`**: This line brings in the tools for devices. It is like opening your toolbox.
* **`storm_manager := class(creative_device)`**: This creates a class that acts as our storm brain. A **class** is a blueprint that holds variables and functions together.
* **`@editable`**: This tag lets you drag and drop your real devices from the UEFN editor into this script. It connects the code to the actual objects on your island.
* **`my_beacon.Enable()`**: This turns the beacon on so it is ready to change the storm's look when its phase begins.
* **`my_controller.Activate(agent?)`**: This tells the storm controller to begin running through its phases.
* **`my_controller.Enable()`**: This makes sure the controller is active and listening for game events.
## Try It Yourself
Can you make a three-phase storm? Try adding a third beacon. Make Phase 3 green and very fast. See if you can make the storm shrink faster in the last phase.
**Hint:** You just need to add another beacon and assign it to Phase 3 in the controller settings.
## Recap
You learned how to use the Advanced Storm Controller. You know it can have many phases. You learned that beacons help change the look of each phase. You can now make your island feel like a real Battle Royale match. Great job!
## References
* https://dev.epicgames.com/documentation/en-us/fortnite/using-advanced-storm-controller-devices-in-fortnite-creative
* https://dev.epicgames.com/documentation/en-us/fortnite-creative/using-advanced-storm-controller-devices-in-fortnite-creative
* https://dev.epicgames.com/documentation/en-us/uefn/verse-api/fortnitedotcom/devices/advanced_storm_controller_device
* https://dev.epicgames.com/documentation/en-us/fortnite/using-advanced-storm-controller-beacon-devices-in-fortnite-creative
* https://dev.epicgames.com/documentation/en-us/fortnite-creative/using-devices-in-fortnite-creative
Verse source files
- 01-device.verse · device
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References
Original tutorial generated by Verse Island from the Verse/UEFN knowledge base, with references to the Epic Games sources above. Code is validated against the knowledge base.