# Import the core Verse libraries we need
use: core
use: player
use: device
# Define our script. This is the brain of our island.
# 'concrete' means this is a real, active object in the scene.
ObjectiveGuide := class<concrete>:
# This is a 'Variable'. Think of it as a backpack slot.
# We are storing a reference to our HUD Message device.
# 'device_handle' is like a remote control for the device.
objective_message: device_handle<HUD_Message> = device_handle{}
# This is a 'Function'. It’s a set of instructions we can run.
# 'Activate' is a special function that runs when the device starts up.
Activate(): void =
# 'Get_Device()' looks in the scene for the device named 'objective_message'
# and gives us control over it.
hud := Get_Device(objective_message)
# Now we check if we actually found the device.
# If 'hud' is valid, we proceed.
if (hud.IsValid()):
# We want to show the message when a player joins.
# We connect the 'OnPlayerJoined' event to a function we'll write next.
hud.OnPlayerJoined.Bind(ShowObjective)
# This is the function that actually shows the text.
# 'p' stands for 'player'. Every time a player joins, Verse calls this.
ShowObjective(p: player): void =
Verse Library
verse
01 Standalone
Displays objective instructions via HUD devices automatically when players join the match.
verse-library/9-creating-visual-aids/01-standalone.verse
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