using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# This is our Verse Device. Think of it as the "Brain" of the trap.
# It needs to know about the Conversation Device and the Trap (Prop Mover).
# In Verse, we define these as "Properties" — like attributes on an item.
# You will fill these in the UEFN editor by dragging the devices here.
gossip_mill_device := class(creative_device):
# note: conversation_device is the real UEFN device type for Conversation Device.
@editable
MyConversationDevice : conversation_device = conversation_device{}
# note: prop_mover_device is the real UEFN device type for Prop Mover.
@editable
MyTrapDoor : prop_mover_device = prop_mover_device{}
# This is the main entry point. It runs once when the game starts.
OnBegin<override>()<suspends> : void =
# We need to "listen" for the conversation to end.
# In Verse, we use 'Subscribe' to connect an event to a function.
# Think of this like plugging a speaker into an amplifier.
# When the 'EndEvent' signal fires, our 'TrapSprings' function runs.
MyConversationDevice.EndEvent.Subscribe(TrapSprings)
# This function is called when the conversation ends.
# It's the "Elimination Celebration" music that plays after a win.
# note: conversation_device events pass the interacting agent as their payload.
Verse Library
verse
01 Device
Binds a device end event to a function that moves a prop door when a conversation finishes.
verse-library/basic-conversation-events/01-device.verse
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