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!")
)
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
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