// Define the script. This is the blueprint for our trap.
struct RevengeTrapScript(Owner: Entity) is init
{
// VARIABLE: 'IsTrapActive' is a boolean (True/False).
// Think of it like a light switch. It's either ON or OFF.
IsTrapActive: bool = true
// FUNCTION: 'TriggerTrap' is our combo move.
// It takes no inputs and returns nothing (void).
TriggerTrap() -> void
{
// Check if the trap is currently active (the light switch is ON).
if (IsTrapActive)
{
// 1. Set the switch to OFF so it doesn't trigger again immediately.
IsTrapActive = false
// 2. Get the owner entity (the trapdoor itself).
// We use 'Owner' to tell the game which specific prop to move.
TrapDoor := Owner
// 3. Move the trapdoor down by 500 units (into the pit).
// This is like pressing 'Down' on the D-pad for the Prop Mover.
TrapDoor.SetLocation(TrapDoor.GetLocation() + <0, 0, -500>)
// 4. Wait for 2 seconds (the cooldown).
// During this time, the player falls into the pit.
Sleep(2.0)
// 5. Reset the trap! Move it back up.
Verse Library
verse
01 Fragment
Creates a timed trapdoor that opens when triggered, drops players, and resets after a cooldown.
verse-library/get-started-creating-in-fortnite/01-fragment.verse
Sign in free to read the full source 🌴
This Verse Library file is members-only. Create a free account to view the complete source and download the .verse file.