VerseIsland
Feed Learn Leaderboard Guides Reference Explore Search Docs Verse Library
Sign in
Feed Learn 📖 Codex Leaderboard Guides Reference Explore Search Docs Verse Library
Verse Library › Weapons
Browse Verse Library

Library

Devices 634
  • Devices171
  • Triggers & Logic118
  • UI & HUD40
  • Audio39
  • Items & Inventory29
  • Events27
  • Scoring & Objectives25
  • Spawning19
  • Classes & Interfaces18
  • Game Modes17
  • Props & Meshes14
  • Variables & Mutability12
  • Player Management11
  • Modules & Structure10
  • Round Flow8
  • Animation6
  • Concurrency6
  • Functions6
  • Getting Started6
  • Teams & Classes6
  • NPCs & AI5
  • Tutorials5
  • VFX & Particles5
  • Arrays & Maps4
  • Cameras4
  • Debugging4
  • Control Flow3
  • Cinematics2
  • Other2
  • Persistence2
  • Scene Graph2
  • Structs & Enums2
  • Building1
  • Physics1
  • Publishing & Islands1
  • Syntax & Types1
  • Vehicles1
  • Weapons1
Verse Language 257
  • Control Flow35
  • Functions26
  • Arrays & Maps25
  • Classes & Interfaces22
  • Variables & Mutability22
  • Concurrency21
  • Syntax & Types18
  • Modules & Structure12
  • Debugging8
  • Devices8
  • Events7
  • Player Management6
  • Structs & Enums6
  • Triggers & Logic6
  • Game Modes5
  • Failure & Options4
  • Scene Graph4
  • UI & HUD4
  • Getting Started3
  • Round Flow3
  • Spawning3
  • VFX & Particles3
  • Reference2
  • Animation1
  • Best Practices1
  • Other1
  • Props & Meshes1
Materials/VFX 154
  • Triggers & Logic27
  • UI & HUD17
  • Devices16
  • VFX & Particles14
  • Props & Meshes11
  • Scoring & Objectives9
  • Game Modes7
  • Items & Inventory7
  • Functions6
  • Arrays & Maps5
  • Animation3
  • Cinematics3
  • Classes & Interfaces3
  • Control Flow3
  • Events3
  • Modules & Structure3
  • Round Flow3
  • Spawning3
  • Getting Started2
  • Scene Graph2
  • Variables & Mutability2
  • Concurrency1
  • Persistence1
  • Player Management1
  • Structs & Enums1
  • Syntax & Types1
General 153
  • Devices22
  • Events20
  • Triggers & Logic20
  • Classes & Interfaces10
  • Variables & Mutability8
  • Round Flow6
  • Scoring & Objectives6
  • UI & HUD6
  • Functions5
  • Player Management5
  • Game Modes4
  • Getting Started4
  • Props & Meshes4
  • Control Flow3
  • Syntax & Types3
  • VFX & Particles3
  • Arrays & Maps2
  • Best Practices2
  • NPCs & AI2
  • Other2
  • Physics2
  • Scene Graph2
  • Spawning2
  • Structs & Enums2
  • Tutorials2
  • Building1
  • Cameras1
  • Cinematics1
  • Failure & Options1
  • Items & Inventory1
  • Teams & Classes1
Player 133
  • Player Management22
  • Teams & Classes19
  • Classes & Interfaces12
  • Devices11
  • Events9
  • Persistence7
  • Triggers & Logic7
  • Arrays & Maps6
  • Functions4
  • Game Modes4
  • Items & Inventory4
  • Round Flow4
  • Debugging3
  • Getting Started3
  • Modules & Structure3
  • Concurrency2
  • Control Flow2
  • Scoring & Objectives2
  • Spawning2
  • Structs & Enums2
  • Physics1
  • Props & Meshes1
  • UI & HUD1
  • Variables & Mutability1
  • Weapons1
Building & Props 131
  • Variables & Mutability15
  • Props & Meshes14
  • Triggers & Logic12
  • Classes & Interfaces10
  • Devices10
  • UI & HUD10
  • Events7
  • Teams & Classes7
  • Animation5
  • Building5
  • Functions5
  • VFX & Particles5
  • Structs & Enums4
  • Control Flow3
  • Game Modes3
  • Items & Inventory3
  • Round Flow3
  • Scene Graph3
  • Arrays & Maps2
  • Concurrency2
  • Reference2
  • Modules & Structure1
NPCs & AI 76
  • NPCs & AI35
  • Spawning7
  • Animation5
  • Variables & Mutability5
  • Classes & Interfaces3
  • Debugging3
  • UI & HUD3
  • Audio2
  • Concurrency2
  • Game Modes2
  • Props & Meshes2
  • Triggers & Logic2
  • Devices1
  • Functions1
  • Getting Started1
  • Reference1
  • VFX & Particles1
Spawning 73
  • Spawning31
  • Events7
  • Concurrency6
  • Player Management6
  • Vehicles5
  • Props & Meshes4
  • Devices3
  • Scene Graph3
  • Items & Inventory2
  • Teams & Classes2
  • Control Flow1
  • Publishing & Islands1
  • Reference1
  • Scoring & Objectives1
Cinematics 71
  • Cameras19
  • Cinematics15
  • Devices11
  • Audio5
  • Animation4
  • Triggers & Logic4
  • Functions2
  • Game Modes2
  • UI & HUD2
  • Classes & Interfaces1
  • Concurrency1
  • Control Flow1
  • Items & Inventory1
  • Modules & Structure1
  • Scene Graph1
  • Templates1
UI 57
  • UI & HUD35
  • Devices5
  • Scoring & Objectives4
  • Classes & Interfaces3
  • Round Flow2
  • Scene Graph2
  • Arrays & Maps1
  • Props & Meshes1
  • Structs & Enums1
  • Templates1
  • Triggers & Logic1
  • Variables & Mutability1
Scene Graph 40
  • Scene Graph9
  • Items & Inventory8
  • Classes & Interfaces3
  • Events3
  • Props & Meshes3
  • Functions2
  • Arrays & Maps1
  • Building1
  • Control Flow1
  • Debugging1
  • Modules & Structure1
  • Player Management1
  • Reference1
  • Structs & Enums1
  • Syntax & Types1
  • Triggers & Logic1
  • UI & HUD1
  • VFX & Particles1
Vehicles 38
  • Spawning11
  • Devices7
  • Vehicles7
  • Props & Meshes4
  • Functions2
  • Game Modes2
  • Failure & Options1
  • Items & Inventory1
  • Reference1
  • Teams & Classes1
  • Tutorials1
Tutorials 37
  • Game Modes6
  • Triggers & Logic5
  • Classes & Interfaces4
  • Events4
  • Props & Meshes3
  • Building2
  • Devices2
  • Items & Inventory2
  • Scoring & Objectives2
  • Animation1
  • Arrays & Maps1
  • Cameras1
  • Concurrency1
  • Physics1
  • Player Management1
  • Structs & Enums1
Weapons 30
  • Game Modes6
  • Weapons6
  • Devices5
  • Items & Inventory3
  • Scoring & Objectives3
  • Spawning2
  • Teams & Classes2
  • Best Practices1
  • Functions1
  • Triggers & Logic1
Items 28
  • Items & Inventory23
  • Devices2
  • Triggers & Logic2
  • Spawning1
Assets 20
  • Modules & Structure6
  • Arrays & Maps3
  • Functions3
  • Scene Graph2
  • Best Practices1
  • Devices1
  • Events1
  • Failure & Options1
  • Physics1
  • Variables & Mutability1
Animation 19
  • Animation10
  • Variables & Mutability4
  • Devices1
  • Player Management1
  • Props & Meshes1
  • Scene Graph1
  • Syntax & Types1
Release Notes 17
  • Classes & Interfaces5
  • Modules & Structure3
  • Concurrency2
  • Control Flow2
  • Variables & Mutability2
  • Debugging1
  • Devices1
  • Items & Inventory1
Input & Controls 16
  • Functions4
  • UI & HUD3
  • Control Flow2
  • Animation1
  • Arrays & Maps1
  • Cinematics1
  • Debugging1
  • Devices1
  • Events1
  • Items & Inventory1
Publishing 8
  • Control Flow5
  • Arrays & Maps1
  • Devices1
  • Syntax & Types1
Audio 7
  • Audio5
  • UI & HUD2
Landscape 7
  • Other4
  • VFX & Particles2
  • Scene Graph1
Persistence 6
  • Structs & Enums2
  • Items & Inventory1
  • Persistence1
  • Publishing & Islands1
  • Variables & Mutability1
Physics 5
  • Functions2
  • Classes & Interfaces1
  • Devices1
  • Syntax & Types1
Creator Economy 3
  • Publishing & Islands2
  • Modules & Structure1
Discovery 3
  • Devices1
  • NPCs & AI1
  • Structs & Enums1
Editor & Project 3
  • Other1
  • Props & Meshes1
  • Tutorials1

Gun Game script

Module — 2 files
These files compile together (same module folder).
basic_gun_game_device.verse
using { /Fortnite.com/Characters }
using { /Fortnite.com/Devices }
using { /Fortnite.com/Game }
using { /Fortnite.com/Playspaces }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }

basic_gun_game_device := class(creative_device):

    @editable
    IGD_WeaponList:item_granter_device = item_granter_device{}

    @editable
    EGD_Win:end_game_device = end_game_device{}

    var PlayerElims:[player]int = map{}
    var ElimsToWin:int = 0

    OnBegin<override>()<suspends>:void=
        Setup()

    Setup()<suspends>:void=
        set ElimsToWin = GetWeaponListLength()
        GetPlayspace().PlayerAddedEvent().Subscribe(TrackElims)
        for (Player : GetPlayspace().GetPlayers()) do TrackElims(Player)

    TrackElims(Player:player):void=
        IGD_WeaponList.GrantItemIndex(Player, 0)
        if (FortCharacter:fort_character = Player.GetFortCharacter[]):
            FortCharacter.EliminatedEvent().Subscribe(OnCharacterEliminated)

    OnCharacterEliminated(Result:elimination_result):void=
        EliminatedCharacter:fort_character = Result.EliminatedCharacter
        MaybeEliminatingCharacter:?fort_character = Result.EliminatingCharacter
        if:
            EliminatingCharacter:fort_character = MaybeEliminatingCharacter?
            EliminatedCharacter <> EliminatingCharacter
            EliminatingAgent:agent = EliminatingCharacter.GetAgent[]
            EliminatingPlayer:player = player[EliminatingAgent]
            EliminatingPlayer.IsActive[]
        then:
            if (PlayerElims[EliminatingPlayer] >= ElimsToWin):
                EGD_Win.Activate(EliminatingPlayer)
            else:
                ChangeWeapon(EliminatingPlayer)

    ChangeWeapon(Player:player):void=
        CurrentWeaponIndex:int = PlayerElims[Player] or 0
        NextWeaponIndex:int = CurrentWeaponIndex + 1
        IGD_WeaponList.GrantItemIndex(Player, NextWeaponIndex)
        if:
            set PlayerElims[Player] = NextWeaponIndex

    GetWeaponListLength():int=
        if (Player:player = GetPlayspace().GetPlayers()[0]):
            IGD_WeaponList.CycleToPreviousItem(Player)
            return IGD_WeaponList.GetItemIndex()
        return 0
gun_game.verse
using { /Verse.org/Simulation }
using { /Verse.org/Random }
using { /Verse.org/Verse }
using { /Fortnite.com/Game }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/Diagnostics }
 
gun_game := class(creative_device):
 
    @editable
    var WeaponList: []item_granter_device = array{}
 
    @editable
    ShuffleWeapons: logic = false
 
    @editable
    Elim_Score: int = 1
 
    @editable
    ScoreManager: score_manager_device = score_manager_device{}
 
    @editable
    VisualTracker: tracker_device = tracker_device{}
 
    @editable
    TrackerTitle: string = "Weapons Left"
 
    @editable
    MeleeSetbacks: logic = false
 
    @editable
    MeleeSetbackTracker: tracker_device = tracker_device{}
 
    @editable
    EndConditionsOn: logic = true
 
    @editable
    Win: end_game_device = end_game_device{}
 
    MakeMessage<localizes>(Text : string) : message = "{Text}"
    var AgentMap: [agent]int = map{}
 
    OnBegin<override>()<suspends>: void =
        GameSetup()
        
    GameSetup(): void =
        GetPlayspace().PlayerAddedEvent().Subscribe(SetupPlayer)
        MeleeSetbackTracker.CompleteEvent.Subscribe(MeleeSetback)
        ScoreManager.SetScoreAward(Elim_Score)
        if (ShuffleWeapons?):
            set WeaponList = Shuffle(WeaponList)
        ScoreManager.SetScoreAward(Elim_Score)
        AllPlayers := GetPlayspace().GetPlayers()
            for (Player : AllPlayers):
                SetupPlayer(Player)
 
    OnPlayerEliminated(Result: elimination_result): void =
        EliminatingCharacter := Result.EliminatingCharacter
        EliminatedCharacter := Result.EliminatedCharacter
        if:
            EliminatingFortCharacter := EliminatingCharacter?
            EliminatingAgent := EliminatingFortCharacter.GetAgent[]
            EliminatedFortCharacter := EliminatedCharacter
            EliminatedAgent := EliminatedFortCharacter.GetAgent[]
            EliminatedAgent <> EliminatingAgent
        then:
            NextWeapon(EliminatingAgent)
 
    SetupPlayer(Agent: agent): void =
        if (FortCharacter := Agent.GetFortCharacter[]):
            FortCharacter.EliminatedEvent().Subscribe(OnPlayerEliminated)
        if:
            not AgentMap[Agent]
            set AgentMap[Agent] = 0
        VisualTracker.Assign(Agent)
        VisualTracker.SetTarget(WeaponList.Length)
        VisualTracker.SetTitleText(MakeMessage(TrackerTitle))
        if (FirstItem := WeaponList[0]):
            FirstItem.GrantItem(Agent)
 
    NextWeapon(Agent: agent): void =
        ScoreManager.Activate(Agent)
        if (var CurrentItemIndex : int = AgentMap[Agent]):
            set CurrentItemIndex += 1
            if (CurrentItemIndex = WeaponList.Length and EndConditionsOn?):
                Win.Activate(Agent)
            else:
                if (NextItem := WeaponList[CurrentItemIndex]):
                    NextItem.GrantItem(Agent)
                    if {set AgentMap[Agent] = CurrentItemIndex}
 
    MeleeSetback(Agent: agent): void =
        if (var CurrentItemIndex : int = AgentMap[Agent]):
            if (CurrentItemIndex > 0 and MeleeSetbacks?):
                set CurrentItemIndex -= 1
                if (NextItem := WeaponList[CurrentItemIndex]):
                    NextItem.GrantItem(Agent)
                    if:
                        set AgentMap[Agent] = CurrentItemIndex
                VisualTracker.Decrement(Agent)
                ScoreManager.SetScoreAward(-Elim_Score)
                ScoreManager.Activate(Agent)
                ScoreManager.SetScoreAward(Elim_Score)
                MeleeSetbackTracker.Reset(Agent)
Sign in to download module

Copy-paste each file above is always free.

Comments

    Sign in to vote, comment, or suggest an edit. Sign in
    📄
    Source
    @int
    Epic Games Community
    @int

    Created by a member of the Epic Games community. Rights remain with the original author, under Epic's community content terms. Terms ↗

    View original Sources & licensing
    Request removal
    Last updated Jun 23, 2026
    Verse module (2 files)
    Compiles · verified Jun 24, 2026

    Download the full module (zip) from the code panel above.

    Keep exploring
    More in Weapons · 3 of 6
    Prev
    fortnite class for multiple weapon assignments
    Next
    fortnite additional damage per specific weapon verse device
    Related topics
    • Fortnite Beginner Friendly Gun Game Script Unreal Fest 23 Weapons
    • Fortnite Custom Game Loop Verse Language
    • Fortnite Tnt Tag Gamemode Script Game Verse Language
    • Fortnite Wanted Level Script Verse Language
    • Fortnite Fort Round Gameplay Interface For Scene Graph Components Ui

    Related

    Open in graph →

    Related topics

    • Fortnite Beginner Friendly Gun Game Script Unreal Fest 23
    • Fortnite Custom Game Loop
    • Fortnite Tnt Tag Gamemode Script Game
    • Fortnite Wanted Level Script
    • Fortnite Fort Round Gameplay Interface For Scene Graph Components
    VerseIsland · an archipelago of Verse & UEFN knowledge
    🗺️ Island atlas Learn Guides History About & Press Sources & Licensing Status

    Not affiliated with Epic Games. Fortnite, UEFN, Unreal Engine, and Verse are trademarks of Epic Games, Inc. Content is attributed to its source — see Sources & Licensing.

    🦜

    Scout · your island guide

    The Isle of Verse