# We are defining a "Script" which is a container for our game logic.
# Think of this like a blueprint for a specific device.
script BarnTrapScript is scriptable
# This is the "Scene Graph" connection.
# We need to tell the script which specific devices to control.
# 'trigger' is the name of the variable we'll use in the Outliner.
trigger: Trigger Volume = Trigger Volume'None'
# 'launcher' is the Prop Mover device.
launcher: Prop Mover = Prop Mover'None'
# This is a Variable.
# It stores a boolean (true/false) value.
# Think of it like a "Cooldown" timer that is either ON or OFF.
is_cooldown: bool = false
# This is an Event.
# Events are like "listening devices."
# The game calls this function when the condition is met.
@event
OnPlayerEnter(trigger: Trigger Volume, player: Player) is server
# Check if the cooldown is active.
# If is_cooldown is true, we ignore the player.
if is_cooldown == true
return # Stop the function here.
# If we are here, the trap is ready to fire.
# 1. Set the cooldown to true (so it doesn't fire again immediately).
is_cooldown = true
# 2. Activate the Prop Mover.
Verse Library
verse
01 Fragment
Fires a prop mover upon player entry with a cooldown state to prevent rapid re-triggering.
verse-library/using-farm-galleries-in-fortnite-creative/01-fragment.verse
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