# CannonDispenser.ver
# A script that spawns a cannon when a player interacts with a button.
using { /Fortnite.com/Devices }
using { /VerseOrg/Simulation }
using { /UnrealEngine.com/Temporary/Symbols as EngineSymbols }
# 1. Define the Device Structure
# This tells Verse: "This script belongs to a specific device in the editor."
# Think of this as the 'class' definition, but attached to the physical device.
CannonDispenserDevice := class(creative_device):
# 2. Define Variables (The "Stats" of our device)
# SpawnPoint: The exact location where the cannon will appear.
# We link this to a 'Point Light' or 'Target' in the editor.
SpawnPoint := property(creative_object, writable):
pass
# CannonSpawnerRef: The actual Cannon Spawner device we want to activate.
# We link this to the 'Cannon Spawner' device in the editor.
CannonSpawner := property(creative_device, writable):
pass
# 3. The Event: What happens when someone clicks the button?
# 'OnInteracted' is a built-in event. It fires when a player presses 'Interact' on this device.
# It’s like the 'Storm Timer' finishing—something happened, now react.
OnInteracted(event: creative_interacted_event) -> unit:
# Check if the player who interacted is actually a player (not an NPC or glitch)
if (player := event.Get_Interacting_player()) != nil:
Verse Library
verse
01 Device
Spawns a cannon at a set location when players interact with the dispenser device.
verse-library/cannon-spawner-device-design-examples-in-fortnite/01-device.verse
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