using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Game }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# 1. Define our Trap Device
revenge_trap_device := class(creative_device):
# This is the 'Target' zone. When a player enters, this triggers.
# Wire this in UEFN to a Trigger device placed in your level.
@editable
TriggerDevice : trigger_device = trigger_device{}
# 2. The Core Logic: Overlap via trigger_device
# This function runs when an agent activates the TriggerDevice
OnTriggered(Agent : ?agent) : void =
# Check if the 'Agent' is a fort_character (i.e. has a game character)
if (ActualAgent := Agent?, FortCharacter := ActualAgent.GetFortCharacter[]):
# HERE IS THE KEY PART:
# 'Agent' IS the Source of the overlap.
# We don't need to look it up; it's right there!
# Let's do something with the Source (the player character)
# Eliminate them via damage — fort_character exposes Damage()
FortCharacter.Damage(9999.0)
# Optional: Print to console to prove we know who the Source is
# In a real game, you'd probably send a message to the player's chat
Print("Revenge Trap activated! Source was an agent.")
Verse Library
verse
01 Device
Damages players entering a specific volume by applying massive damage to their character, acting as a revenge trap.
verse-library/sources-panel/01-device.verse
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