# We are creating a script that runs when the game starts.
# This script will hold our logic.
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Fortnite.com/AI }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Verse.org/Simulation }
# This is our main script structure.
# Think of it as the "Brain" of our island feature.
loot_goblin_behavior := class(creative_device):
# Wire these up in the UEFN Details panel by selecting your placed devices.
# Drag your NPC device into the first slot, your trigger into the second.
@editable
Goblin : npc_spawner_device = npc_spawner_device{}
@editable
Trigger : trigger_device = trigger_device{}
# This function runs once when the island loads.
OnBegin<override>()<suspends> : void =
# 4. CONNECT THE EVENT
# We want this code to run when someone enters the trigger.
# TriggeredEvent is the event that fires when a player activates the trigger.
Trigger.TriggeredEvent.Subscribe(OnTriggerActivated)
# This function is called when the trigger fires.
# 'Agent' is the player who walked in.
OnTriggerActivated(Agent : agent) : void =
Verse Library
verse
01 Device
Links a trigger device to an NPC spawner, enabling player interaction to start NPC movement.
verse-library/get-the-navigatable-interface-this-allows-you-to-tell-it-to-move/01-device.verse
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