# We need to talk to Fortnite devices, so we import the device library.
using { /Fortnite.com/Devices }
# This is our main script. It lives in the scene graph.
RevengeTrapScript := class(creative_object):
# We need references to our devices.
# Think of these as "handles" to the objects in the world.
RevengeButton: conditional_button_device = conditional_button_device{
# Replace this with the actual name of your button in the editor
name = "RevengeButton"
}
SpikeTrap: prop_mover_device = prop_mover_device{
# Replace this with the actual name of your trap in the editor
name = "SpikeTrap"
}
# This function runs when the game starts.
OnBegin<override>()<synchronized>: void =>
# 1. Listen for the button being pressed.
# When the button is pressed, run the 'ButtonPressed' function.
RevengeButton.PressedEvent += func(agent: agent):
# 2. The button was pressed! Now we activate the trap.
# We pass the 'agent' (the player who pressed it) to the Activate function.
# This tells the trap: "Hey, this player triggered you. Go!"
SpikeTrap.Activate(agent)
Verse Library
verse
01 Standalone
Connects a button press to activating a moving trap, letting players trigger effects by interacting with devices.
verse-library/activate-1/01-standalone.verse