# This is our main device script.
# It runs when the game starts.
using { /Fortnite.com/Devices }
using { /Fortnite.com/Vehicles }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# We create a new device called lock_driver_device.
# This device will hold our logic.
lock_driver_device := class(creative_device):
# This function runs when the game begins.
OnBegin<override>()<suspends> : void =
# We get all players currently in the game session.
# GetPlayspace gives us access to the current game space.
Playspace := GetPlayspace()
# We loop over every player and subscribe to their
# ExitedVehicleEvent. This is like giving each player
# their own doorbell.
for (Player : Playspace.GetPlayers()):
# Cast the player to a fort_player so we can
# access vehicle-related events.
if (FortPlayer := player_is_fort_character[Player]):
# Subscribe runs our handler every time
# this player exits a vehicle.
FortPlayer.ExitedVehicleEvent.Subscribe(OnPlayerExitedVehicle)
# This handler is called every time a subscribed player exits a vehicle.
# 'Result' carries info about which vehicle was exited.
Verse Library
verse
01 Device
Iterates through all players and subscribes to their vehicle exit events for custom vehicle logic.
verse-library/exit-the-vehicle/01-device.verse
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