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

# 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.

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