# We are defining a new Script. Think of this as the "Brain" for our trigger.
# It needs to know about the Trigger Volume (trigger_device) and the
# specific launcher (launch_pad_device).
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
chaos_trigger := class(creative_device):
# This is our "Inventory" of tools.
# 'MyLauncher' is a variable that will hold the D-Launcher (crash pad) device.
# We mark it as '@editable' so we can drag-and-drop the actual device
# from the world into this slot in the editor.
@editable
MyLauncher : crash_pad_device = crash_pad_device{}
# 'MyTrigger' holds the Trigger Volume we want to listen to.
@editable
MyTrigger : trigger_device = trigger_device{}
# This is the main function. It runs once when the island starts.
OnBegin<override>()<suspends> : void =
# 2. LISTEN FOR INPUT
# We want to know when a player enters the Trigger Volume.
# We call the Trigger's "TriggeredEvent" and subscribe to it.
# This is like saying: "Hey Trigger, ring this bell every time someone walks in."
# We connect that bell to our 'HandlePlayerEnter' function below.
MyTrigger.TriggeredEvent.Subscribe(HandlePlayerEnter)
Verse Library
verse
01 Device
Activates a crash pad when a player enters a designated trigger volume.
verse-library/device-design-examples-in-fortnite-creative/01-device.verse
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