# This is a simple Verse script
# It changes the road color when a player touches it
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# Our manager class lives on a trigger_device placed at the road.
# In the editor, place a trigger_device and set its name to "My_Road".
road_manager := class(creative_device):
# Wire this trigger_device to road_manager in the editor.
# The trigger fires when a player walks into the road zone.
@editable
RoadTrigger : trigger_device = trigger_device{}
# OnBegin runs once when the level starts.
OnBegin<override>()<suspends> : void =
# Listen for when a player enters the trigger volume.
# trigger_device.TriggeredEvent gives us the agent who stepped in.
RoadTrigger.TriggeredEvent.Subscribe(HandlePlayerEnter)
# This function handles the event.
# agent is the character that activated the trigger.
HandlePlayerEnter(Source : ?agent) : void =
# Cast agent to fort_character so we can call character functions.
if (ActualSource := Source?, Character := ActualSource.GetFortCharacter[]):
# Print a message to the output log so we know it worked.
# Note: there is no built-in runtime HUD text API in Verse yet;
Verse Library
verse
01 Device
Listens for player entry into a trigger zone and identifies the character activating it.
verse-library/landscape-splines/01-device.verse
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