# This is our main script. It defines the behavior of our Chaos Launcher.
# In Verse, we often use a "Device" structure to hold our logic.
struct ChaosLauncher: Device:
# --- CONSTANTS ---
# A constant is like the 'Damage Type' of your weapon.
# It is set once and never changes.
# Here, we define the unit of measurement for velocity.
const METERS_PER_SECOND := "meters/second"
# --- VARIABLES ---
# A variable is like your 'Current Ammo Count'.
# It can change. We use [Public] so you can tweak it in the UEFN
# properties panel without touching the code.
# Default is 20 m/s (a standard, safe bounce).
[Public] BounceStrength: float = 20.0
# This event triggers when a player interacts with the device.
# Think of this like the 'Trigger' on a trap.
# 'Other' is the player who hit the bouncer.
event OnBeginOverlap(Other: Actor):
# Check if the thing that hit us is actually a Player.
# (You don't want to bounce a crate into the sun... usually.)
if (Player := Other as Player):
# Apply the force!
# We take the Player's current velocity and add our BounceStrength.
# The 'Up' vector means we launch them straight up.
Player.ApplyVelocity(BounceStrength * Vector_Up)
# This is a helper to make sure the script knows what 'Vector_Up' is.
# It’s like saying 'North' on a compass.
Verse Library
verse
01 Fragment
Detects player overlap and applies upward velocity to launch them into the air.
verse-library/tire-bouncer-options/01-fragment.verse
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