# CtfLogic.verse
# This script manages the state of the Capture the Flag game.
# IMPORT: We need access to standard Verse tools for logging and basic structures.
using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/SpatialMath }
# DEFINE: Our Game State Variables
# Think of these as your scoreboard and inventory.
# 'flag_carrier' tracks which team currently holds the flag.
# 'home_base' tracks where the flag should respawn for a specific team.
var flag_carrier := Team::NoTeam
var blue_base_position := Vector{X:0, Y:0, Z:0}
var red_base_position := Vector{X:0, Y:0, Z:0}
# DEFINE: The Main Game Logic Module
# This is the "brain" of our island.
module CtfGameLogic
# INIT: Called once when the game starts (like the bus flying over the map).
init: func {
# Set initial positions (In a real build, you'd link these to actual devices)
# For this demo, we assume these are set via the editor properties.
flag_carrier = Team::NoTeam
Print("Game Started! Flags are at home bases.")
}
# EVENT: OnFlagPickedUp
# This function is called when a player touches the flag.
# 'player' is the person who touched it. 'flag_team' is the team that owns the flag.
OnFlagPickedUp: func(player: Player, flag_team: Team) -> Unit {
Verse Library
verse
01 Fragment
Manages team flag carriers, base positions, and ownership logic for Capture The Flag matches.
verse-library/capture-the-flag-2-create-the-island-in-unreal-editor-for-fortnite/01-fragment.verse
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