Verse Library verse

01 Standalone

Defines a security console class that links to door and audio devices while checking player authorization.

verse-library/using-military-galleries-in-fortnite-creative/01-standalone.verse

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.comTemporary/Temporal }

# This is our main script, attached to the Button
# Think of this as the "Brain" of the button
security_console := class(VerseSpeaker):
    # VARIABLES: These are our "slots" for data.
    # AccessLevel is like a player's rank (0 = civilian, 1 = agent)
    AccessLevel : int = 0
    
    # The door we want to control. We'll link this in the editor.
    # Think of this as pointing to the specific door in the level.
    BunkerDoor : PropMoverDevice = PropMoverDevice{}
    
    # The sound to play if access is denied
    DeniedSound : AudioDevice = AudioDevice{}

    # FUNCTIONS: Reusable blocks of logic.
    # This function checks if the player is authorized.
    # It returns true or false, like a light switch being on or off.
    IsPlayerAuthorized := func(Player : Player): bool ->
        # In a real game, you'd check for a specific item or team.
        # For this demo, we'll pretend any player with > 0 access is okay.
        # Let's say if the player has a specific item "Keycard", we set their access to 1.
        # Since we can't easily check items in simple Verse without complex APIs,
        # we will simulate it: if the player is on Team 1, they are authorized.
        if Player.GetTeam() == 1:
            return true
        else:

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