# Import the necessary Verse libraries for game logic
using { /Fortnite.com/Devices }
using { /Fortnite.com/Teams }
using { /Verse.org/Simulation }
# Define a new Device. Think of this as creating a custom "brain" for our Nitro Barrel.
# The [Device] tag tells Unreal Engine this script controls a device in the editor.
NitroHunterDevice := class(creative_device):
# This is a "Property". It's a setting you can change in the editor without rewriting code.
# Imagine this like the "Range" slider on a Trap device.
@editable
BoostDuration : float = 5.0 # seconds
# OnBegin runs when the game starts. We use it here to set up our logic.
OnBegin<override>()<suspends>: void =
# When the barrel breaks, we need to find out WHO broke it.
# In Verse, we often look at the "Context" of the event.
# However, for simplicity, let's just grant the boost to everyone nearby
# or the player who triggered the destruction.
# Let's get the Player who destroyed it.
# Note: In a real complex script, you'd pass the PlayerId through the event.
# For this demo, we'll assume we want to boost the team that owns the island
# or just trigger a visual effect.
# Here is how we might access the device's location to spawn an effect
# or grant an item. But for pure speed, the Nitro Barrel device
# usually handles the movement buff internally!
Verse Library
verse
01 Device
Implements a device that calculates destruction context and applies a speed boost to players or nearby entities.
verse-library/using-nitro-barrel-devices-in-fortnite-creative/01-device.verse
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