# Import the necessary Verse libraries for game logic and beacons
use CoreLibs
use GameFeatures
use Beacon
# This is our main script. It runs on the island.
script class LootGoblinTracker: Island:
# VARIABLES: These are our settings.
# 'my_beacon' is a reference to the Beacon device we place in the editor.
# We will assign this in the editor later.
my_beacon: Beacon = Beacon{}
# 'is_active' is a boolean (true/false) variable.
# It tracks whether the beacon is currently showing.
is_active: bool = false
# FUNCTION: This is the "Elimination" event for our beacon.
# It takes a color and a text string as inputs.
function UpdateBeacon(new_color: linear_color, new_text: string) -> void:
# If the beacon is already active, turn it off first.
# This prevents visual glitches.
if is_active:
my_beacon.SetMode(BeaconMode::None)
is_active = false
# Now, set the new color and text.
# SetColor changes the particle effect color.
my_beacon.SetColor(new_color)
# SetBadgeText changes the text on the HUD marker.
Verse Library
verse
01 Fragment
Manages beacon activation, color updates, and HUD badge text for tracking loot events.
verse-library/using-beacon-devices-in-fortnite-creative/01-fragment.verse
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