# This script controls the glowing crystal
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
# We create a device called GlowingCrystal
# note: Verse devices must extend creative_device; TrackedActor is not a real base class.
GlowingCrystal := class(creative_device):
# This is our glowing cube prop device placed in the editor
@editable
CubeProp : cinematic_sequence_device = cinematic_sequence_device{}
# note: Verse has no PropActor or SetEmissiveIntensity API.
# We simulate glow on/off by playing (bright) and stopping (dark)
# a cinematic sequence that drives the material's emissive parameter.
# The closest real runtime control for a placed prop's visibility is
# the creative_prop device toggled via a custom_event_device or
# a cinematic_sequence_device for actual brightness. We use cinematic_sequence_device here.
@editable
GlowLight : cinematic_sequence_device = cinematic_sequence_device{}
# This function runs when the game starts
OnBegin<override>()<suspends> : void =
# Turn on the glow
GlowLight.Play()
# Wait for 5 seconds
Sleep(5.0)
# Turn off the glow
Verse Library
verse
01 Device
Activates and deactivates a prop glow effect using a cinematic sequence after five seconds.
verse-library/shading-models/01-device.verse
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