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Creating a plot
Tsar edited this page Aug 9, 2024
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Once you have successfully imported ProjectOST, follow these steps to create your first plot:
- Open your Content Drawer.
- Go to the
TycoonStomperfolder. - Inside, locate the
Stomperfolder.
- Drag and drop the
tycoon_stomperdevice into your level. - Important: Only place one TycoonStomper device in your level. All plots should be created using this single device.
- Click on the TycoonStomper device in your level. You should see two sections:
- Bases
- SL (We'll discuss SL at the end)
- To create a new plot, click the + icon next to the Bases section.
- Remember: Always create plots by adding them to this single device; do not place multiple TycoonStomper devices in the level.
- You should now see an entry labeled
Index [PlotNumber].
- Expand the
Index [PlotNumber]entry and navigate toBase_Setup.
-
Name:
- Set the name of your base.
-
TeamToAddTo:
- Assign a Fortnite team that players will join when claiming this base.
- Note: The team index starts at 0, so Team 1 corresponds to
TeamToAddTo 0.
-
BaseClaimer:
-
Zone:
- Specify the Volume device in the level that players will use to claim the base.
-
HideOnSuccess:
- Set this to hide the Zone after the base has been successfully claimed.
-
TransmitToOnSuccess:
- Select which triggers in the array will receive a signal after successful base claim.
-
Zone:
-
PersistCurrencies:
- Enable this to save the currencies earned by each player.
-
PersistUnlocks:
- Enable this to save any unlocks (e.g., droppers, walls) that players achieve.
-
RebirthButton:
- Assign a button to trigger a rebirth. (Note: The rebirth system is still in progress, and currently, there is no money requirement for rebirths.)
-
RebirthCashMultiplier:
- Define how cash is multiplied during rebirths:
Cash = Pow(Base.Base_Setup.RebirthCashMultiplier, Rebirths*1.0) * Amount
- Define how cash is multiplied during rebirths:
-
DecimalTruncation:
- Optional: Set this value to truncate large numbers (e.g., 1,356,000 to 1.35M). If disabled, no truncation occurs.
-
VFX (Visual Effects):
-
PreEventLoop:
- Define the VFX to display before the base is claimed.
-
PostEvent:
- Define the VFX to display after the base is claimed.
-
PreEventLoop:
-
SFX (Sound Effects):
-
PreEventLoop:
- Define the SFX to play before the base is claimed.
-
PostEvent:
- Define the SFX to play after the base is claimed.
-
PreEventLoop:
- When you enable experimental debugging you'll have access to almost all the output logs present in the game.
- To see every output log navigate to
cc/cfand set UseGlobalSuperLog = true, thats it.
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