#using <Core.h>
#using <CoreGame.h>
#using <Game.h>
#using <Verse.h>
#using <Fortnite.h>
#using <FortniteGame.h>
// We need to reference the Ball Spawner and the Capture Areas
ref BallSpawner := "BallSpawner_1"
ref RedCaptureArea := "CaptureArea_Red"
ref BlueCaptureArea := "CaptureArea_Blue"
#event OnBegin<override>()<suspends> async fun void() {
// Start the game loop
while (true) {
// Wait for the Ball Spawner to spawn a ball
await BallSpawner.OnSpawned
// Get the ball that was just spawned
// 'GetLastSpawnedEntity()' is a hypothetical helper for explanation.
// In reality, you might use a different event binding.
ball := BallSpawner.GetLastSpawnedEntity()
// Now, we need to listen for the ball hitting a player.
// We bind the 'OnOverlapStart' event of the Capture Area.
// When the ball overlaps the Red Capture Area, this triggers.
await RedCaptureArea.OnOverlapStart
Verse Library
verse
02 Fragment
Waits for a ball spawn, then tracks overlaps to eliminate players upon capture.
verse-library/ball-spawner-device-design-examples-in-fortnite-creative/02-fragment.verse
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