# loot_goblin_trap.verse
using { /Verse.org/Simulation }
using { /Fortnite.com/Devices }
# This is our main "Entity" (the script object itself).
# Think of it as the brain of the trap.
class LootGoblinTrap extends creative_device:
# @editable means you can drag-and-drop devices into this slot in UEFN.
# We need the Trigger to know when someone walks in.
@editable
TriggerZone : trigger_zone_device = trigger_zone_device{}
# We need the Item Granter to give the loot.
@editable
AmmoBox : item_granter_device = item_granter_device{}
# A variable to store the player who entered.
# 'optional_player' means it might be empty (no player).
var entered_player : optional_player = None
# This function runs when the game starts.
OnBegin<override>()<suspends>: void =
# Connect the trigger's "OnActorBeginOverlap" event to our function.
# This means: "Whenever something enters the zone, run CheckEntry."
TriggerZone.OnActorBeginOverlap.Bind(
fun(actor: actor): void =
CheckEntry(actor)
)
Verse Library
verse
01 Fragment
Traps that detect player entry and validate inventory before granting rewards.
verse-library/fortnite-basic-count-up-timer-using-nested-if-statements/01-fragment.verse
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