using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Verse.org/Native }
# Define our creative_device class. This is the script that runs on the island.
my_lock_script := class(creative_device):
# Drag your Lock Device from the World Outliner into this property slot
# in the Details panel after compiling.
@editable
LockedDoor : lock_device = lock_device{}
# Drag your Button Device from the World Outliner into this property slot
# in the Details panel after compiling.
@editable
ControlButton : button_device = button_device{}
# This function runs when the game starts.
OnBegin<override>()<suspends> : void =
# Make sure the door starts locked.
LockedDoor.Lock()
# Bind the button's InteractedWithEvent to our handler function.
# When the button is pressed, RunUnlockLogic() will fire.
ControlButton.InteractedWithEvent.Subscribe(RunUnlockLogic)
# This function runs when the button is pressed.
# button_device events pass the agent who triggered them.
RunUnlockLogic(Agent : agent) : void =
# Send a signal to the Lock Device to unlock.
Verse Library
verse
01 Device
Binds a button event to unlock a door device and prints debug messages for tracking interactions.
verse-library/using-lock-devices-in-fortnite-creative/01-device.verse
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