using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
# This is our main script. Think of it as the "Game Mode" file.
# It runs when the island starts.
CustomStormGameMode := class(creative_device):
# These are the device references we place in the level and connect via the editor.
# We reference them directly as editable properties instead of using Find_Device.
@editable
storm_controller: advanced_storm_controller_device = advanced_storm_controller_device{}
@editable
beacon_chill: advanced_storm_beacon_device = advanced_storm_beacon_device{}
@editable
beacon_killbox: advanced_storm_beacon_device = advanced_storm_beacon_device{}
# This function runs once when the game starts.
# It's like the "Start Game" button on the menu.
OnBegin<override>()<suspends>: void =
# 1. Find our devices.
# We need to find the Controller and the Beacons in the world.
# In Verse, we usually find devices by name or reference.
# For this simple example, we assume they are placed in the level
# and we can reference them.
# The Advanced Storm Controller and Beacons are connected via
# @editable properties above — no Find_Device needed in UEFN.
# 2. Set the Controller to Custom Mode.
Verse Library
verse
01 Device
Controls advanced storm phases and beacon triggers to dynamically alter storm behavior.
verse-library/using-advanced-storm-controller-beacon-devices-in-fortnite-creative/01-device.verse
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