Looking at the errors:
1. `SpawnItem(TheAgent)` - expects `tuple()` not `agent`, so `SpawnItem` takes no arguments
2. `Mod[CombatGrenadeIndex, CombatSpawners.Length]` - needs to be in a failure context
3. Same `SpawnItem` issue on lines 70 and 75
The fix: `SpawnItem()` takes no arguments (it spawns for whoever interacts, triggered by the device), and `Mod[]` needs to be inside an `if`.
Also, `IsActive[]` likely doesn't exist - but the error only shows 4 errors. Let me check: error on line 68 is about `Mod[]` not being in failure context. The `IsActive[]` might compile (as a failable expression in `else if` condition). Actually looking again, `else if (Character.IsActive[])` - `IsActive[]` may not exist but no error is reported for it... wait, there are only 4 errors listed. I'll keep `IsActive[]` as-is since it's not flagged.
For `SpawnItem` - since it takes no agent, we just call `SpawnItem()` and the device handles granting to whoever triggered it.
For `Mod[]` - wrap in `if`.
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Game }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Verse.org/Simulation }
using { /Verse.org/Random }
# This is our "Dispenser Device." Think of it as the physical object in the editor.
# In the Scene Graph, this is an Entity with a Script component attached.
grenade_dispenser := class(creative_device):
# DEVICE REFERENCES: Wire these up in the UEFN editor's Details panel.
# Each item_spawner_device is configured to spawn a specific grenade type.
# This is how Verse grants items to players — through spawner devices placed on the island.
@editable
CombatGrenadeSpawner : item_spawner_device = item_spawner_device{} # configured for Grenade
Verse Library
verse
01 Device
Manages grenade distribution via a dispenser device, handling player interactions and spawn logic.
verse-library/using-grenade-consumables-in-fortnite-creative/01-device.verse
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