# Import the necessary Fortnite Creative libraries
# This is like opening the toolbox for devices
using { /Fortnite.com/Devices }
# This is our main script file.
# Think of it as the "Brain" that controls the Holoscreen.
main := class(game_framework.Game):
# 'holo' is a variable.
# In programming, a variable is a container that holds a value.
# Here, it holds a reference to our Holoscreen device.
# We declare it as 'var' because we might want to change what it points to later,
# but for now, it points to the device we attach in the editor.
holo: var HoloscreenDevice = HoloscreenDevice{}
# This function runs when the game starts.
# It's like the "Start Round" button being pressed.
OnBegin<override>()<suspends>: void=
# 1. Find the Holoscreen device in the world.
# We use 'Find' to locate the device by its name.
# You must name your device "MyStatusBoard" in the editor!
if (device := Find<HoloscreenDevice>("MyStatusBoard")):
holo = device
# 2. Change the display type.
# The Holoscreen can show a Clock, a Poster, or a Custom Image.
# We're switching it to show a "Poster" so we can control the content.
holo.SetDisplayType(DisplayType::Poster)
# 3. Set the initial image.
# This is the URL of the image you want to show.
# For this tutorial, we'll use a placeholder color/image.
Verse Library
verse
01 Standalone
Finds and configures a Holoscreen device at runtime to display custom poster content.
verse-library/using-holoscreen-devices-in-fortnite-creative/01-standalone.verse
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