# Import the necessary Verse types for players and devices
using /Fortnite.com/Devices
using /Fortnite.com/Players
# Define our main actor. This is the "Brain" of our trap.
LootTrapActor := actor {
# These are "Properties" (settings we can change in the editor).
# Think of them as dials on a mixer.
TriggerVolume: TriggerVolumeDevice = TriggerVolumeDevice{}
PopupDialog: PopUpDialogDevice = PopUpDialogDevice{}
# This function runs when a player enters the trigger volume.
# 'player' is the person who walked in.
OnPlayerEntered := func(player: Player) {
# We want to show the dialog to THIS specific player.
# The Pop-up Dialog device has a 'Show' function.
# We pass the player to it so only they see the box.
# We also define the text dynamically here,
# overriding the editor settings if needed.
PopupDialog.Show(player,
"Do you want the Legendary Loot?",
"Click YES to take it. Click NO to get shocked."
)
# NOTE: The dialog will stay on screen until the player clicks.
# The game DOES NOT pause. The player can still move, shoot, etc.
# while reading the text.
}
}
Verse Library
verse
02 Fragment
Shows a non-blocking pop-up dialog to players entering a trigger zone without pausing gameplay.
verse-library/using-pop-up-dialog-devices-in-fortnite-creative/02-fragment.verse