Verse Library verse

01 Device

Detects player entry in a trigger volume, casts to Fort Character for further interaction.

verse-library/using-explosive-consumables-in-fortnite-creative/01-device.verse

# This is a comment. It explains the code.
# We are making a script that works with a Trigger Volume.

using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }

# This is our main script.
# It "owns" the Trigger Volume device.
explosive_trap_device := class(creative_device):

    # This is the Trigger Volume device placed on your island.
    # Link this slot to your Trigger Volume in the editor.
    @editable
    MyTrigger : trigger_device = trigger_device{}

    # OnBegin runs automatically when the game starts.
    # We use it to connect our function to the trigger's event.
    OnBegin<override>()<suspends> : void =
        # Subscribe tells the trigger: "Call OnPlayerEntered
        # every time a player walks into the volume."
        MyTrigger.TriggeredEvent.Subscribe(OnPlayerEntered)

    # This function runs when a player enters the trigger.
    # 'Agent' is the person who walked in.
    OnPlayerEntered(Agent : ?agent) : void =
        # Cast the agent to a fort_character so we can
        # interact with them as a Fortnite player character.
        if (ActualAgent := Agent?, Character := ActualAgent.GetFortCharacter[]):

Sign in free to read the full source 🌴

This Verse Library file is members-only. Create a free account to view the complete source and download the .verse file.

Sign in with Discord

Comments

    Sign in to vote, comment, or suggest an edit. Sign in