# CheckpointController.verse
# This script manages the player's last known safe location.
using { /Fortnite.com/Devices }
using { /Verse.org/Sim }
# We define a "Struct" (think of it as a custom data type) to hold our checkpoint data.
# Imagine this as a "Save File" format.
struct CheckpointData {
SpawnPoint: vector # The X, Y, Z coordinates of the save point
IsSaved: bool # A flag to remember if we have a save point yet
}
# This is the main device script. It attaches to a device in your island.
actor CheckpointManager is Actor {
# These are "Properties" (variables) we can set in the editor.
# Think of these as the "Device Options" you see in the sidebar.
checkpoint_zone: volume = Volume{} # The zone player must touch
player_spawn: player_spawn_pad = PlayerSpawnPad{} # The default spawn
# This is the "State" of our manager.
# It starts with no save point.
current_checkpoint: CheckpointData = CheckpointData{
SpawnPoint: vector{0, 0, 0},
IsSaved: false
}
# This is the EVENT.
# It triggers when a player enters the volume.
# Analogy: This is the "Doorbell Ringing."
Verse Library
verse
01 Fragment
Tracks player overlap to save and load custom checkpoint coordinates in your island.
verse-library/using-player-checkpoint-pad-devices-in-fortnite-creative/01-fragment.verse
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