# This script makes the boulder trigger a DBNO state on hit
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# A creative_device subclass that holds a reference to the
# down_but_not_out_device placed in the editor and a
# damage_volume_device that surrounds the boulder's collision area.
# Because Verse creative devices cannot directly subscribe to
# physics-body collision events, we use a damage_volume_device
# to detect when the boulder's area overlaps a player, then
# apply the DBNO effect through the down_but_not_out_device.
boulder_manager_device := class(creative_device):
# This is a 'Constant' - a value that never changes.
# Think of it like the 'Game Mode' setting in the island settings.
# Wire this to your Down But Not Out device in the editor.
@editable
DownButNotOutDevice : down_but_not_out_device = down_but_not_out_device{}
# Wire this damage_volume_device so it surrounds the rolling boulder.
# Set its damage to 100 in the editor so it knocks players to 0 HP,
# which the DBNO device intercepts before elimination.
@editable
BoulderDamageVolume : damage_volume_device = damage_volume_device{}
# This is the 'Main' function. It runs once when the island starts.
# Think of it like the 'Start Button' on the battle bus.
Verse Library
verse
01 Device
Custom device managing a rolling boulder that applies DBNO to players overlapping a damage volume.
verse-library/down-but-not-out-device-design-example/01-device.verse
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