using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
gossip_mill_device := class(creative_device):
@editable
MyConversationDevice : conversation_device = conversation_device{}
@editable
MyTrapDoor : prop_mover_device = prop_mover_device{}
OnBegin<override>()<suspends> : void =
# Bind the end event
MyConversationDevice.ConversationEndedEvent.Subscribe(TrapSprings)
# TODO: Bind the start event here!
# MyConversationDevice.ConversationStartedEvent.Subscribe(TrapReset)
TrapSprings(Agent : agent) : void =
MyTrapDoor.MoveToEnd()
Print("Gotcha! You should have kept moving.")
# note: Uncomment and implement TrapReset once you add the Subscribe call above.
# TrapReset(Agent : agent) : void =
# MyTrapDoor.MoveToStart()
Verse Library
verse
02 Device
Subscribes to conversation end events to activate a prop mover trap door upon player interaction.
verse-library/basic-conversation-events/02-device.verse