# Import necessary modules
using /Fortnite.com/Devices
using /Engine/Systems/ParticleEmitter
# Define our Island script
# This is the main container for our game logic
script RevengeTrap island {
# 1. DEFINE THE EVENT HANDLER
# This function is our "Bouncer". It gets called automatically
# when the button is interacted with.
# 'player' is the person who pressed the button.
# 'button' is the device they pressed.
event OnButtonPressed(player: Player, button: Button) -> void {
# 2. GET THE PLAYER'S LOCATION
# We need to know where to spawn the chaos.
location: vec3 = player.GetLocation()
# 3. SPAWN THE EFFECT
# Imagine we have a ParticleEmitter asset named 'PaintballExplosion'
# We spawn it at the player's feet.
# Note: In real UEFN, you'd use SpawnParticles(location, emitter_asset)
# For this example, we'll assume a helper function exists.
SpawnPaintballExplosion(location)
# 4. OPTIONAL: Feedback
# Maybe flash the screen red for the player?
# player.PlaySound("ExplosionSound")
}
Verse Library
verse
01 Fragment
Island script that triggers a particle explosion effect at the player's location whenever an interacted button is pressed.
verse-library/event-handler-overview/01-fragment.verse
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