# ConditionalScoreTrigger.verse
# Only award points if the player is currently holding a Pickaxe (any item in slot 0).
# Demonstrates conditional logic before calling score_manager_device.Activate().
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Game }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
ConditionalTrigger := class(creative_device):
# Wire this to a Trigger device in the editor (the capture zone).
@editable
CaptureTrigger : trigger_device = trigger_device{}
# Wire this to a Score Manager device configured for the correct team.
@editable
TeamScoreManager : score_manager_device = score_manager_device{}
# Wire this to a Class Selector or Item Spawner that hands out the required item.
# We use a class_and_team_selector_device as a proxy to identify which players
# already received the "flag" item, since direct inventory inspection APIs
# are not yet exposed in public Verse. See note below.
# note: Full item-in-hand inspection (e.g. GetEquippedItem) is not available in
# the current public Verse API. The pattern below uses a boolean flag set
# by a separate device (e.g. an Item Granter + Trigger that calls
# SetHasItem() via a custom event) to approximate the check.
var HasRequiredItem : logic = false
Verse Library
verse
02 Device
Activates game logic when players enter capture zones while holding required items.
verse-library/game-ends/02-device.verse
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