# This is the main structure of our script.
# Think of this as the "Blueprint" for our trap.
script class CabinTrapScript: Scriptable
# This is a "Variable".
# In game terms, it's like a backpack slot.
# We are saving a reference to our Trigger Volume here.
# We'll fill this in the editor later.
TrapTrigger: TriggerVolume = TriggerVolume{}
# This is a "Function".
# It's a set of instructions that happens when something calls it.
# Here, it's called "OnBegin", which means "When the game starts".
OnBegin() -> void:
# We need to tell the trigger to listen for players.
# This is like setting up a tripwire.
# When a player enters the TriggerVolume, it fires an "Event".
# We connect our "HandlePlayerEntry" function to that event.
TrapTrigger.PlayerEntered += HandlePlayerEntry
# This is another Function.
# It runs ONLY when a player enters the trigger.
HandlePlayerEntry(Player: Player) -> void:
# Let's make it fun. We knock the player back.
# This is the "Output" of our event.
# Get the player's current location
PlayerLocation := Player.GetLocation()
# Apply a force to knock them back (simulated by moving them)
Verse Library
verse
01 Fragment
Detects player entry into a trigger volume and handles the event with location logging and knockback logic.
verse-library/using-cabin-galleries-in-fortnite-creative/01-fragment.verse
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