# This is the start of our script
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# We create our game manager class
# A class holds all our code in one place
spy_trap_manager := class(creative_device):
# We connect to a Disguise Device placed in the island
# Tag this device in the editor by selecting it and setting its Tag
@editable
MyDisguise : disguise_device = disguise_device{}
# We connect to a Trigger Device so we know when a player steps on it
# Place a Trigger Device in the island and link it here in the editor
@editable
MyTrigger : trigger_device = trigger_device{}
# OnBegin runs automatically when the island starts
OnBegin<override>()<suspends> : void =
# Subscribe to the trigger so we know when a player enters
MyTrigger.TriggeredEvent.Subscribe(OnPlayerEnter)
# Subscribe to the disguise device's broken event
# This fires when the disguise is removed for any reason
MyDisguise.BreakDisguiseEvent.Subscribe(OnDisguiseRemoved)
# When a player steps on the trigger, apply the disguise
# This is the main action!
OnPlayerEnter(Agent : ?agent) : void =
Verse Library
verse
01 Device
Applies disguises when players enter trigger zones. Perfect for spy or hide-and-seek game mechanics.
verse-library/using-disguise-devices-in-fortnite/01-device.verse
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