using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# This is our main script block
# It lives inside a Verse device linked to your island
my_bomb_device := class(creative_device):
# Drag each device into these properties in the UEFN details panel
@editable
TriggerDevice : trigger_device = trigger_device{}
@editable
TimerDevice : timer_device = timer_device{}
@editable
VFXDevice : vfx_creator_device = vfx_creator_device{}
@editable
ExplosiveDevice : explosive_device = explosive_device{}
# OnBegin runs automatically when the island session starts
OnBegin<override>()<suspends> : void =
# Subscribe to the trigger so we know when a player steps on it
TriggerDevice.TriggeredEvent.Subscribe(OnBombTriggered)
# This function runs when someone steps on the trigger
OnBombTriggered(Agent : ?agent) : void =
# First, we change the VFX to show a warning
# This makes the bomb glow red
Verse Library
verse
01 Device
Triggers warning effects, spawns an async countdown task, and fires an explosive device after delay.
verse-library/using-explosive-items-in-fortnite-creative/01-device.verse
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