Quantcast
Channel: General - Epic Developer Community Forums
Viewing all articles
Browse latest Browse all 10207

(Suggestion) Liquid Volume Device

$
0
0

As a Fortnite creator, it would be great if we received a new Liquid Volume device, this device would probably end up replacing the current Water device as it would do the same thing but with additional settings that allow it to replicate multiple types of liquids that we have seen.

If added to creative, this would be great because then users would have a few more options when it comes to the types of liquids that they can use in their maps. Especially with the release of the new floor is lava LTM, it would be really great if this device had the capabilities of creating something similar.

Settings:

  • Liquid Type: The type of liquid in the volume, chosen from the list below.
  • Enabled During Phase: Determines the game phases which this device is enabled in (None, Always, Pre-Game Only, Gameplay Only, Create Only)
  • Interact with Trigger: Determines if the liquid can interact with triggers (Yes/No)
  • Volume Width: The width of the volume in tiles (0.5-100.0)
  • Volume Depth: The depth of the volume in tiles (0.5-100.0)
  • Volume Height: The height of the volume in tiles (0.5-100.0)
  • Default Vertical Liquid Percentage: Determines the default percent of liquid in the volume (0%-100%)
  • Vertical Filling Speed: The rate, in tiles per minute, that the liquid fills vertically (0.0-100.0)
  • Vertical Emptying Speed: The rate, in tiles per minute, that the liquid empties vertically (0.0-100.0)
  • Can Heal: Determines if the liquid can heal affected entities when touched (Yes/No)
  • Healing Type: The type of healing done to affected entities (Health Only, Shield Only, Both)
  • Healing Delay: The delay between when entities touch the liquid and begin healing (Instant, 1s-300s)
  • Healing Amount: The amount of health healed second after the healing delay (1-10,000)
  • Can Damage: Determines if the liquid can damage affected entities when touched (Yes/No)
  • Damage Type: The type of damage done to affected entities (Health Only, Shield Only, Both)
  • Damage Delay: The delay between when entities touch the liquid and begin healing (Instant, 1s-300s)
  • Damage Amount: The amount of damage dealt every second after the damage delay (1-10,000)
  • Is Bouncy: Determines if the player bounces off the surface or not (Yes/No)
  • Vertical Bounce: How high the affected entity is bounced in meters (1m-500m)
  • Horizontal Bounce: How far the affected entity is bounced in meters (1m-500m)
  • Gives Dash Effect: Determines if the player receives the underworld dash when touched (Yes/No)
  • Dash Amount: The amount of dash charges given when touched (1-3)
  • Affects Players: Determines if this device affects players (Yes/No)
  • Affects Guards: Determines if this device affects guards (Yes/No)
  • Affects Creatures: Determines if this device affects creatures (Yes/No)
  • Affects Wildlife: Determines if this device affects wildlife (Yes/No)
  • Affects Vehicles: Determines if this device affects vehicles (Yes/No)
  • Affected Teams: The teams that are affected by this device (None, All, Team 1-100)
  • Affected Classes: The classes that are affected by this device (None, All, Class 1-16)

Functions:

  • Enable When Receiving From: Enables the device.
  • Disable When Receiving From: Disables the device.
  • Reset Liquid When Receiving From: Resets the liquid to its default vertical percentage.
  • Start Filling When Receiving From: Starts filling the volume with liquid.
  • Stop Filling When Receiving From: Stops filling the volume with liquid.
  • Resume Filling When Receiving From: Resumes filling the volume with liquid.
  • Start Emptying When Receiving From: Starts emptying the volume of its liquid.
  • Stop Emptying When Receiving From: Stops emptying the volume of its liquid.
  • Resume Emptying When Receiving From: Resumes emptying the volume of its liquid.

Events:

  • On Player Healed: Sends an event when a player is healed by the liquid.
  • On Player Damaged: Sends an event when a player is damaged by the liquid.
  • On Player Eliminated: Sends an event when a player is eliminated by the liquid.
  • On Player Touching Liquid: Sends an event when a player touches the top of the liquid.
  • On Player Entering Liquid: Sends an event when a player enters the liquid (if possible)
  • On Player Leaving Liquid: Sends an event when a player leaves the liquid (if possible)
  • On Filling Completed: Sends an event when the volume has finished filling.
  • On Emptying Completed: Sends an event when the volume has finished emptying.

Liquid Types:

  • Water
  • Slurp Water
  • Cube Water: Seen in Chapter 1 Season 5, was bouncy.
  • Underworld Water: Seen in Chapter 5 Season 2, gives a dash effect.
    – Other water types exist, but I do not know the name of them (Seen in the Elemental Cubes).
  • Lava
  • Molten Gold: Seen in the new “Midas Presents: The Floor is Lava” LTM.
  • Custom: UEFN exclusive, allows a custom material to be applied to the liquid.

2 posts - 2 participants

Read full topic


Viewing all articles
Browse latest Browse all 10207

Trending Articles