# This is a comment. It's like a developer's sticky note.
# The game ignores this, but you need it to stay sane.
# 1. DEFINE THE EVENT
# We need to know WHEN something happens.
# In this case, we want to know when a player enters a specific zone.
# We'll call this event "On_Player_Enters_Zone".
On_Player_Enters_Zone: event (Source: Entity, Other: Entity) =
{
# 2. DEFINE VARIABLES
# A variable is like a loot box that can hold different items.
# Here, we are creating a variable called "player_name"
# to store the name of the player who walked in.
player_name := Other.Get_Display_Name()
# 3. EXECUTE ACTIONS (The "Function")
# Now we tell the game what to DO.
# We use "Print_To_All" to show a message in the chat.
# Think of this like the "Elimination Feed" but for custom messages.
Print_To_All("Spooky! {player_name} just entered the haunted hallway!")
# We could also change the color of a wall here,
# but let's keep it simple for now.
}
# 4. CONNECT THE EVENT TO THE DEVICE
# This part is crucial. We have defined what happens,
# but we haven't told the Trigger device to use it.
# In the UEFN editor, you will drag this script onto a Trigger device
Verse Library
verse
01 Fragment
Displays a custom chat message whenever a player enters a specific trigger zone.
verse-library/using-castle-galleries-in-fortnite-creative/01-fragment.verse
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