# This code imports the device tools we need.
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
# We define our main class that holds our storm logic.
# Think of this as the "boss" device.
storm_manager := class(creative_device):
# We define our main storm controller.
# Think of this as the "boss" device.
# Note: tag this property @editable so you can assign it in the UEFN editor.
@editable
my_controller : advanced_storm_controller_device = advanced_storm_controller_device{}
# We define a beacon to change the storm's look.
# This is like a remote control for the storm.
# Note: tag this property @editable so you can assign it in the UEFN editor.
@editable
my_beacon : advanced_storm_beacon_device = advanced_storm_beacon_device{}
# This function runs when the game starts.
OnBegin<override>()<suspends>:void=
# First, the beacon is configured in the UEFN editor to link to a storm phase.
# advanced_storm_beacon_device does not expose an Enable call in Verse;
# enable/disable the beacon via its editor properties instead.
# This is like flipping a switch to "Advanced Mode".
# Next, we generate the storm so the controller begins running phases.
# Imagine telling a robot: "Start your task list now."
# Note: phase-to-beacon links are set up in the UEFN editor via
Verse Library
verse
01 Device
Initializes and controls advanced storm controllers and beacons for multi phase progression.
verse-library/using-advanced-storm-controller-devices-in-fortnite-creative/01-device.verse
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