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@WahlbeckUEFN
Created April 18, 2023 20:51
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Code for an aim training game in UEFN and Fortnite Creative 2.0
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Verse.org/Random }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/SpatialMath }
target_range := class(creative_device):
@editable var ScoreBillboard : billboard_device = billboard_device{}
@editable var PointsBillboard : billboard_device = billboard_device{}
@editable var WeaponSpawner : item_spawner_device = item_spawner_device{}
@editable var PropManipulator : prop_manipulator_device = prop_manipulator_device{}
@editable var VFXSpawner : vfx_spawner_device = vfx_spawner_device{}
@editable var VFXMover : creative_prop = creative_prop{}
@editable var MinimumPosition : vector3 = vector3{}
@editable var MaximumPosition : vector3 = vector3{}
@editable var Bot : creative_prop = creative_prop{}
var Score : float = 0.0
var TimeStamp : float = 0.0
ScoreText<localizes>(ScoreMessage : string):message = "Score: {ScoreMessage}"
OnBegin<override>()<suspends>:void=
PropManipulator.HideProps()
PropManipulator.DamagedEvent.Subscribe(OnBotDamaged)
WeaponSpawner.ItemPickedUpEvent.Subscribe(OnItemPickedUp)
OnBotDamaged(Agent : agent):void=
spawn:
HandleBotHit()
OnItemPickedUp(Agent : agent):void=
spawn:
ShowNextTarget(2.0)
HandleBotHit()<suspends>:void=
PropManipulator.HideProps()
PropManipulator.RestoreHealth()
VFXSpawner.Enable()
UpdateScore()
UpdateScore()<suspends>:void=
CurrentTime := GetSimulationElapsedTime()
AttackSpeed := CurrentTime - TimeStamp
var EarnedPoints : float = 1.0
if (AttackSpeed <= 1.0):
set EarnedPoints = 10.0
else if (AttackSpeed <= 2.0):
set EarnedPoints = 5.0
else if (AttackSpeed <= 3.0):
set EarnedPoints = 3.0
set TimeStamp = CurrentTime
set Score += EarnedPoints
PointsBillboard.SetText(ScoreText("Earned +{EarnedPoints} Points"))
ScoreBillboard.SetText(ScoreText("New Score: {Score}"))
ShowNextTarget(2.0)
ShowNextTarget(Delay : float)<suspends>:void=
Sleep(Delay)
VFXSpawner.Disable()
RandX := GetRandomFloat(MinimumPosition.X, MaximumPosition.X)
RandY := GetRandomFloat(MinimumPosition.Y, MaximumPosition.Y)
RandZ := GetRandomFloat(MinimumPosition.Z, MaximumPosition.Z)
NewPosition := vector3{X := RandX, Y := RandY, Z := RandZ }
Bot.MoveTo(NewPosition, Bot.GetTransform().Rotation, 0.1)
if (VFXMover.TeleportTo[Bot.GetTransform().Translation, Bot.GetTransform().Rotation]) {}
PropManipulator.ShowProps()
set TimeStamp = GetSimulationElapsedTime()
@zacharyol
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hi

@zach-dubroc
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zach-dubroc commented Feb 9, 2025

helpme obi wan ur my only hope, I'm making an aim trainer for myself using ur logic to start, stuck trying to figure out how to make this happen on a big field of targets that should show up and hide one after the other, how would you go about that? i'm super stuck on this index problem
edit link: https://github.com/zach-dubroc/aim_train/blob/main/target_manage.verse

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