LootTrapActor := actor {
TriggerVolume: TriggerVolumeDevice = TriggerVolumeDevice{}
PopupDialog: PopUpDialogDevice = PopUpDialogDevice{}
# We need a way to give loot. Let's assume we have an Item Granter.
# For simplicity, we'll just use a print statement to log the choice.
# In a real game, you'd call ItemGranter.Grant(player, "Legendary_Auto_Rifle")
# When the player clicks a button on the dialog, this event fires.
# 'response' is either "Yes" or "No" (based on the buttons you set up).
OnDialogResponse := func(response: string) {
if (response == "Yes") {
# Player said Yes! Give them loot.
# Print("Player took the loot!") # Debugging
} else {
# Player said No! Give them a shock.
# Print("Player got shocked!") # Debugging
}
}
}
Verse Library
verse
03 Fragment
Processes player Yes or No dialog responses to branch gameplay logic like granting loot or applying effects.
verse-library/using-pop-up-dialog-devices-in-fortnite-creative/03-fragment.verse