using { /Fortnite.com/Devices }
using { /Fortnite.com/Game }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# This is our main script. It lives on a Game Manager or a specific device.
# Think of this as the "Brain" of the operation.
revenge_trap_script := class(creative_device):
# We need a list of Player Reference devices.
# You will place these in the level editor. Let's say you have 4.
# Tag each device in the editor and bind them here with @editable.
@editable
PlayerRefs : []player_reference_device = array{}
# The Prop Mover device acting as our trap door.
# Place this in the level editor and bind it here.
@editable
TrapDoor : prop_mover_device = prop_mover_device{}
# OnBegin is the built-in Verse lifecycle function that runs when the
# creative_device starts. It's like hitting "Start" on the console.
OnBegin<override>()<suspends> : void =
# 1. Get all current players in the game.
# This is like the lobby populating with players.
Players := GetPlayspace().GetPlayers()
# 2. We need to match each player to a Player Reference.
# Imagine you have 4 Player References bound via @editable above.
# We'll loop through them and assign each player by index.
Verse Library
verse
01 Device
Maps players to specific player references to control individual trap doors.
verse-library/player-reference-1-4/01-device.verse
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