# This is a comment. Verse ignores lines starting with #.
# We are defining a new "Actor" (a game object) that holds our logic.
LootDialogActor := actor {
# This is a "Variable" (a container that changes).
# Think of it like a backpack slot.
# Here, we link it to the Pop-up Dialog device we placed in the editor.
# We'll assign this in the editor later.
DialogDevice: PopUpDialogDevice = PopUpDialogDevice{}
# This is a "Function" (a set of instructions).
# Think of it like a combo move in fighting games.
# It triggers when a player interacts with our trigger zone.
OnPlayerEntered := func(player: Player) {
# We are calling a method (an action) on the DialogDevice.
# Show() is the action. It takes two things:
# 1. The player who should see it.
# 2. The text to show (we defined this in the device settings,
# but we can also override it here if we wanted to).
# Note: In Verse, we often pass the player to the dialog.
# This ensures only THAT player sees the box.
DialogDevice.Show(player)
# Optional: Wait for the player to click.
# The dialog stays open until they click.
# We can listen for their choice if we want to do something different
# based on Yes or No. For now, we just show it.
}
}
Verse Library
verse
01 Fragment
Displays a personalized pop-up dialog to individual players upon entering a trigger zone.
verse-library/using-pop-up-dialog-devices-in-fortnite-creative/01-fragment.verse