Verse Library verse

01 Standalone

Uses an attribute evaluator to check player stats and conditionally activates a door device based on pass or fail results.

verse-library/using-attribute-evaluator-devices-in-fortnite-creative/01-standalone.verse

using { /Fortnite.com/Devices }

# This is our main script. Think of it as the brain of the island.
MyScript := class(creative_object):

    # We need to find our devices in the world.
    # 'BossDoor' is the Prop Mover that opens the path.
    BossDoor: Prop Mover = ?
    
    # 'GoldGate' is the Attribute Evaluator that acts as the bouncer.
    GoldGate: Attribute Evaluator = ?

    # This function runs when the island starts.
    OnBegin<override>()<suspends>: void=
        # Connect the GoldGate's "Pass" signal to the BossDoor's "Activate" input.
        # If the player passes the check, the door opens.
        GoldGate.PassEvent:Bind(
            func(self):
                BossDoor.Activate()
        )
        
        # Connect the GoldGate's "Fail" signal to a sound or effect.
        # If the player fails, play a "Denied" sound.
        GoldGate.FailEvent:Bind(
            func(self):
                # In a real build, you'd play a sound device here.
                # For now, we just ignore it or log it.
                print("Access Denied: Not enough Gold!")
        )

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