# Revenge_Tracker.verse
# 1. IMPORT THE STUFF WE NEED
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Fortnite.com/UI }
using { /UnrealEngine.com/Temporary/UI }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Verse.org/Simulation }
# 2. THE DEVICE CLASS
# Attach this to a Verse Device actor placed in the level.
# It manages the Revenge Tracker HUD for each player.
revenge_tracker_device := class(creative_device):
# 3. THE MAIN LOGIC
# OnBegin fires once when the game session starts on the server.
# We then fan out to each player locally via <runs_on_client>.
OnBegin<override>()<suspends> : void =
# Subscribe to player-added so late-joiners also get the HUD.
GetPlayspace().PlayerAddedEvent().Subscribe(OnPlayerAdded)
# Also set up HUD for any players already in the session.
for (P : GetPlayspace().GetPlayers()):
spawn { RunClientHUD(P) }
# Called whenever a new player joins.
OnPlayerAdded(P : player) : void =
spawn { RunClientHUD(P) }
# 4. CLIENT-SIDE HUD LOGIC
Verse Library
verse
01 Device
Server device that spawns a client-side UI panel for each player to display local elimination counts.
verse-library/clients-panel/01-device.verse
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