# Import the necessary Verse modules
using { /Fortnite.com/Devices }
using { /Fortnite.com/Game }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Playspaces }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/SpatialMath }
# A creative_device placed in the scene acts as our spawner manager.
# It listens for eliminations and stamps out a new trap each time.
revenge_spawner_device := class(creative_device):
# Drag your RevengeTrapPrefab asset into this field in the UEFN
# Details panel so Verse knows which prefab to stamp.
@editable
TrapPrefab : creative_prop_asset = DefaultCreativePropAsset
# OnBegin runs once when the island starts — our "Start Game" button.
OnBegin<override>()<suspends> : void =
# Retrieve the Fortnite game manager so we can listen for events.
FortPlayspace := GetPlayspace()
# Subscribe to the elimination event.
# Every time any player is eliminated this lambda fires.
FortPlayspace.PlayerAddedEvent().Subscribe(OnPlayerAdded)
# Park the coroutine here so the subscription stays alive
# for the whole match.
loop:
Sleep(60.0)
Verse Library
verse
01 Device
Spawns new trap prefabs dynamically whenever players are eliminated.
verse-library/prefabs/01-device.verse
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