# Define the script. 'scriptable' means it can be attached to devices.
script BarnTrapScript is scriptable
# These are "Bindings."
# They let you drag and drop devices from the Outliner into this script.
# This is how we connect the Scene Graph to our code.
trigger_volume: Trigger Volume = Trigger Volume'None'
prop_mover: Prop Mover = Prop Mover'None'
# Variable: A simple on/off switch.
# False means the trap is ready. True means it's cooling down.
trap_ready: bool = true
# Event: This function runs automatically when a player enters the volume.
# 'server' means this logic runs on the game server, not just on your computer.
@event
OnBegin() is server
# We need to listen for the 'Entered' event on the trigger.
# This is like setting up a microphone.
trigger_volume.EnteredEvent.Bind(OnPlayerEntered)
# This function is called when the 'Entered' event fires.
OnPlayerEntered(player: Player) is server
# Check if the trap is ready.
if trap_ready == true
# Set trap to not ready (cooldown starts).
trap_ready = false
# Activate the Prop Mover.
# This is like flipping the switch on a device.
prop_mover.Activate()
Verse Library
verse
02 Fragment
Activates a prop mover when players enter a volume, then resets after a cooldown delay.
verse-library/using-farm-galleries-in-fortnite-creative/02-fragment.verse
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.