# This is the main script for our loot drop
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# We define a new type called "LootDropDevice"
# Think of this as a blueprint for our device
LootDropDevice := class(creative_device) {
# This is a "variable". It holds the manager device.
# A variable is like a box that can change.
# You connect this to your Elimination Manager in the editor.
@editable
Manager : elimination_manager_device = elimination_manager_device{}
# This is a "function". It is a set of instructions.
# We call it when the game starts.
OnBegin<override>()<suspends> : void = {
Print("Loot system is ready!")
# We subscribe to the EliminatedEvent so we know
# when any tracked target is defeated.
# # note: elimination_manager_device exposes EliminatedEvent
# which fires with an elimination_result value.
Manager.EliminatedEvent.Await()
OnTargetEliminated()
}
# This function runs when an elimination happens.
OnTargetEliminated() : void = {
Verse Library
verse
01 Device
Triggers automatic loot drops when enemies are defeated, streamlining reward distribution for combat focused gameplay.
verse-library/using-elimination-manager-devices-in-fortnite-creative/01-device.verse
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