using { /Fortnite.com/AI }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Game }
using { /Verse.org/Simulation }
# This is our main script structure.
# Think of this as the "Brain" of the NPC.
MyBehavior := class(npc_behavior):
# This function runs automatically when the NPC starts.
# It's like the "Start of Match" screen.
OnBegin<override>()<suspends>:void=
# STEP 1: GET THE AGENT
# We ask the NPC: "Who are you?"
# This grabs the unique ID for this specific NPC instance.
# GetAgent[] can fail, so it must be called inside a failure context (if).
if (BossAgent := GetAgent[]):
# Let's verify we got it by printing to the debug console.
# GetAgent[] returns an agent interface value; Print accepts any.
Print("Boss NPC behavior has started and Agent is live.")
# STEP 2: MONITOR DAMAGE IN A LOOP
# Cast the Agent to fort_character so we can access health events.
# fort_character is the real interface for Fortnite character stats.
if (BossCharacter := BossAgent.GetFortCharacter[]):
# Subscribe to the damage taken event on the fort_character.
BossCharacter.DamagedEvent().Subscribe(OnTakeDamage)
# Keep this behavior alive so the subscription stays active.
loop:
Verse Library
verse
02 Standalone
Initializes NPC behavior by retrieving the agent and subscribing to damage events for AI logic.
verse-library/get-the-agent-the-npc/02-standalone.verse
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