Verse Library verse

01 Fragment

Handles player class selection and grants corresponding weapons and items based on the chosen class.

verse-library/using-class-selector-ui-devices-in-fortnite-creative/01-fragment.verse

using { /Fortnite.com/Devices }

# This is our main "Controller" device. 
# It will sit in the world and listen for class selections.
class ClassPickerController < creative_object:
    # We need a reference to the UI device we placed in the editor
    # Think of this as plugging a microphone into a speaker.
    selector_device: ClassSelectorUIDevice = ClassSelectorUIDevice{}

    # This function runs when the game starts
    OnBegin<override>()<suspends>: void =
        # 1. Listen for when a player selects a class
        selector_device.SelectedClassEvent += (player, selected_class) ->
            # 2. Do something with that selection
            HandleClassSelection(player, selected_class)

# This is the "brain" that handles the logic
HandleClassSelection(player: Player, class_name: string): void =
    # This is a simple if/else statement. 
    # It's like checking the storm timer: if time > 0, storm is active.
    if class_name == "Hero":
        # Give the player a Shotgun
        # We use the 'Grant Item' device logic, but simplified for Verse
        # Note: In a real setup, you might use Item Granter devices linked to this script
        player.GrantWeapon(Shotgun{})
        player.GrantItem(ShieldPotion{})
        
    elif class_name == "Villain":
        # Give the player a Sniper
        player.GrantWeapon(SniperRifle{})

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