A Creative Device forged on Verse Island
Cinder's Lava Evacuation Rig
forged by RinEllaSky ✓ compiles
◈ Forged at Cinder's Molten Forge
III
✓
Compiles
Cinder's Lava Evacuation Rig
Combines the Vehicle Spawner War Bus Device · Combines the Map Controller Device
3 devices
cinder says“Step on the ignition trigger to wake the volcano — the War Bus spawns fresh, the mini-map flips into Panic Mode to show the danger zone, and the ground starts a countdown. Hop in as driver and race to the escape trigger before the lava catches you; clear it and you bank points while the NEXT countdown gets shorter and meaner. Get swallowed and you lose one of your three lives — lose them all and the forge goes cold, so run to Cinder's campfire and light it to reforge your resolve and reset the whole run. The campfire also mends one life any time you're not at full health, so use it wisely between waves!”
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Game }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /UnrealEngine.com/Temporary/Diagnostics }
# ============================================================
# Cinder's Molten Forge — "Lava Evacuation Dash"
# - Step on the Ignition Trigger to arm a wave: the War Bus
# respawns and the volcano starts its countdown.
# - Board the bus, drive to the Escape Trigger before the
# countdown ends, and the map goes into Panic Mode to help
# you navigate the danger zone.
# - Clear waves to bank score; each clear makes the NEXT
# countdown shorter and harder.
# - Get caught by the lava and you lose a life. Lose all three
# and the forge goes cold — relight Cinder's campfire to
# reforge your resolve and start over.
# ============================================================
molten_evacuation_device := class(creative_device):
# --- Equipped devices ------------------------------------------------
@editable
WarBus : vehicle_spawner_war_bus_device = vehicle_spawner_war_bus_device{} # escape vehicle
@editable
PanicMap : map_controller_device = map_controller_device{} # danger-zone minimap
# --- Mastered devices borrowed for this build --------------------------
@editable
IgniteTrigger : trigger_device = trigger_device{} # step here to arm a wave
@editable
EscapeTrigger : trigger_device = trigger_device{} # reach here to survive the wave
@editable
SafeHaven : campfire_device = campfire_device{} # light this to heal / reforge
# --- Game state --------------------------------------------------------
var Lives : int = 3
var WaveNumber : int = 1
var Score : int = 0
var EscapeCountdown : float = 20.0
var WaveActive : logic = false
var GameOver : logic = false
OnBegin<override>()<suspends> : void =
# Wake up the devices and make sure the map starts calm.
WarBus.Enable()
PanicMap.Enable()
PanicMap.Deactivate()
IgniteTrigger.Enable()
EscapeTrigger.Enable()
SafeHaven.Enable()
# Wire every device's signal to our handlers.
IgniteTrigger.TriggeredEvent.Subscribe(OnIgnite)
EscapeTrigger.TriggeredEvent.Subscribe(OnEscape)
WarBus.AgentEntersVehicleEvent.Subscribe(OnBoard)
WarBus.AgentExitsVehicleEvent.Subscribe(OnAbandon)
SafeHaven.LitEvent.Subscribe(OnHavenLit)
Print("Cinder's forge rumbles awake. Step on the ignition trigger to start the evacuation drill!")
# Arms a new wave: spawns the bus, opens the panic map, starts the countdown.
OnIgnite(MaybeAgent : ?agent) : void =
if (GameOver?):
Print("The forge has gone cold. Light Cinder's campfire to reforge your resolve first!")
else if (WaveActive?):
Print("The eruption is already underway — get to the bus!")
else:
set WaveActive = true
Print("Wave {WaveNumber}: the volcano stirs! Board the War Bus and reach the escape point!")
WarBus.RespawnVehicle()
PanicMap.Activate()
spawn{ RunEruptionCountdown() }
# Runs the countdown in the background; if nobody escapes in time, the lava wins.
RunEruptionCountdown()<suspends> : void =
WarnPoint := EscapeCountdown * 0.6
Sleep(WarnPoint)
if (WaveActive?):
Print("The ground trembles — the lava is rising! RUN!")
Sleep(EscapeCountdown - WarnPoint)
if (WaveActive?):
OnEruption()
# Player reached the escape trigger in time — wave cleared.
OnEscape(MaybeAgent : ?agent) : void =
if (WaveActive?):
set WaveActive = false
PanicMap.Deactivate()
WarBus.DestroyVehicle()
set Score += 100 * WaveNumber
set WaveNumber += 1
if (EscapeCountdown > 8.0):
set EscapeCountdown -= 2.0
Print("Escaped! Wave cleared — Score: {Score}. The volcano grows angrier; the next countdown is shorter!")
# Countdown expired while the wave was still active — the lava claims it.
OnEruption() : void =
if (WaveActive?):
set WaveActive = false
PanicMap.Deactivate()
WarBus.DestroyVehicle()
if (Lives > 0):
set Lives -= 1
if (Lives <= 0):
set GameOver = true
IgniteTrigger.Disable()
Print("The lava swallows the gauntlet! The forge has gone cold — light Cinder's campfire to try again.")
else:
Print("Consumed by lava! Lives remaining: {Lives}. Step on the trigger to try the wave again!")
# Assigns the boarding player as driver and cheers them on.
OnBoard(Agent : agent) : void =
WarBus.AssignDriver(Agent)
Print("Driver aboard the War Bus! Punch it to the escape trigger before the ground gives way!")
# Warns a player who bails from the bus mid-wave.
OnAbandon(Agent : agent) : void =
if (WaveActive?):
Print("You bailed from the bus! Get back in before the lava catches you!")
# Lighting the campfire heals a life, or fully reforges your resolve after a loss.
OnHavenLit(Agent : agent) : void =
if (GameOver?):
set GameOver = false
set Lives = 3
set WaveNumber = 1
set EscapeCountdown = 20.0
IgniteTrigger.Enable()
Print("Cinder's flame restores your resolve! Lives and waves reset — step on the trigger to begin anew!")
else if (Lives < 3):
set Lives += 1
Print("The campfire's warmth mends your wounds. Lives: {Lives}.")
else:
Print("The campfire crackles happily, but you're already at full strength.")
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