Verse Library verse

02 Fragment

Updates a floor prop material color based on player health when entering a trigger volume.

verse-library/material-inputs/02-fragment.verse

# MoodFloor.v
using /Fortnite.com
using /Engine/Systems/PlayerDataSystem

# Define our floor entity
FloorEntity := FindEntity("MoodFloor")

# This function runs every time a player enters the trigger
OnPlayerEnter := func(Trigger: TriggerVolume, Player: Player) {
    # 1. Get the player's health (0.0 to 1.0)
    Health := Player.Get_health()
    
    # 2. Determine the color
    # If health is > 0.5, use Blue. Else, use Red.
    # This is like a decision node in a flowchart.
    NewColor := if (Health > 0.5) then Color(0.2, 0.4, 1.0) else Color(1.0, 0.2, 0.2)
    
    # 3. Apply the color to the floor's material
    # We use the SetMaterialParameter function from the Engine
    # This updates the "Base Color" input of the material attached to FloorEntity
    SetMaterialParameter(FloorEntity, "Base Color", NewColor)
    
    # Optional: Print to debug
    Print("Player {Player.Get_player_name()} has {Health} health. Floor is now {NewColor}")
}

# When the island starts, set up the event
Run := func() {
    # Find the trigger volume in the editor named "HealthTrigger"
    Trigger := FindEntity("HealthTrigger")

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