# This is the main structure for our island logic.
# Think of it as the "Main Menu" of your code.
struct Main : WorldDevice {
# 1. DECLARE THE DEVICE
# We need to tell Verse which HUD Message device we are controlling.
# This is like plugging a controller into the console.
HudDevice : HUDMessageDevice = HUDMessageDevice{}
# 2. DEFINE THE MESSAGE CONTENT
# This is our "Variable." It holds the text string.
# We define it here so we can change the text in one place if we want.
MessageContent := "Welcome! Your objective is to survive."
# 3. THE EVENT: Round Start
# This function runs automatically when the round begins.
# It’s the "Bus Drop" moment for your code.
OnBegin<override>()<suspends>: void = {
# 4. ASSIGN THE MESSAGE
# We take our variable (MessageContent) and set it into the device.
# It’s like loading the ammo into the gun before firing.
HudDevice.SetMessage(MessageContent)
# 5. TRIGGER THE DISPLAY
# Now that the message is set, we tell the device to show it.
# This is the "Fire" button.
HudDevice.Show()
# Optional: Hide it after a few seconds so it doesn't block gameplay forever.
# Uncomment the next line if you want it to disappear after 5 seconds.
# -> HideMessage()
Verse Library
verse
01 Fragment
Shows a welcome message on the HUD when a round starts, then optionally hides it.
verse-library/triad-inflitration-09-creating-visual-aids-in-verse/01-fragment.verse
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