# We need these basic tools to talk to the game world
using { /Verse.org/Simulation }
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Game }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /UnrealEngine.com/Temporary/Diagnostics }
# This is our main script. Think of it as the "Game Rule" container.
# It holds the logic for what happens when players interact with the world.
my_particle_script := class(creative_device):
# STEP 1: Define the "Loot" (The Particle Effect)
# In Verse, we wire up devices in the editor's Details panel.
# Place a vfx_spawner_device on your island and assign it here.
# Replace 'vfx_spawner_device{}' by connecting the device in the Details panel.
# note: Verse has no raw particle_system asset type at runtime; vfx_spawner_device
# is the real API for spawning pre-configured particle effects in UEFN.
@editable
explosion_effect : vfx_spawner_device = vfx_spawner_device{}
# STEP 2: The "Trigger" (Event Listener)
# This function runs automatically when a player is eliminated.
# It's like the "Elimination Notification" device in the editor, but in code.
on_player_eliminated(result : elimination_result) : void =
# Get the agent (player) who was eliminated.
eliminated_agent := result.EliminatedCharacter
# Get the location of the player who just died.
# This is like grabbing the coordinates of the loot crate.
Verse Library
verse
01 Device
Spawns a particle effect at a player's location when they are eliminated.
verse-library/particle-spawn/01-device.verse
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