class RevengeTrapDevice<public>(creative_device):
# Link this to a Trigger Device in the editor
TriggerDevice<public>(trigger_device):
# This function runs when the game starts
OnBegin<override>()<suspends>:void=
# Log that the trap has initialized
# Think of this as checking if your trap is "armed"
Logger := log{Channel := RevengeTrapLog}
Logger.Print("Revenge Trap: System Armed. Waiting for victims...")
# Wait for the trigger to fire
if (TriggerDevice.Triggered):
# Log that someone stepped on it
Logger.Print("Revenge Trap: Target Acquired! Boom!")
# Here you would add your explosion logic
# For now, we just log that we *would* explode
Logger.Print("Revenge Trap: Explosion Logic Executed.")
Verse Library
verse
02 Device
Implements a triggered trap device that logs activation and prepares explosion logic when activated by a trigger.
verse-library/fortnite-diagnostics-using-log-class/02-device.verse