# This is the header. It tells Verse we are making a device script.
# Think of it as the "Title Screen" of your code.
using { /Fortnite.com/Devices }
# We define a "Script" which is like a blueprint for our Hoop.
# Every time you place a Nitro Hoop, you are creating an "instance" of this blueprint.
actor MyNitroHoopScript():
# This is a "Variable". Think of it like a scoreboard or a status indicator.
# It starts as False (no boost active).
is_boost_active: bool = false
# This is the "Main" function. It runs once when the island starts.
# Think of it as the "Loadout Selection" screen—everything is set up here before the match begins.
main():
# We need to "listen" for when something enters the hoop.
# This is called an "Event Listener".
# Imagine a security guard standing at the hoop, waiting for someone to walk in.
# When someone enters, the guard triggers the "OnActorBeginOverlap" event.
OnActorBeginOverlap.Subscribe(OnPlayerEntersHoop)
# This is a "Function". It’s a reusable block of code.
# Think of it like a "Replay" button. You press it, and it plays the same sequence every time.
OnPlayerEntersHoop(overlapping_actor: Actor):
# We need to check if the thing that entered is a Player or a Vehicle.
# If it's just a rock or a tree, we don't want to boost it.
if overlapping_actor.IsA<Player>():
# If it IS a player, we call our "Boost" function.
ApplySpeedBoost(overlapping_actor)
elif overlapping_actor.IsA<Vehicle>():
# If it IS a vehicle, we also boost it.
Verse Library
verse
01 Fragment
Listens for overlap events to detect entering players or vehicles and applies a temporary movement speed boost.
verse-library/using-nitro-hoop-devices-in-fortnite-creative/01-fragment.verse
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