# Import the necessary Verse libraries for interacting with the game world
using { /Fortnite.com/Devices }
using { /UnrealEngine.com/Temporary/Schemas }
# Define our Device. This is like creating a new "Item" in Creative.
# It will sit in the center of our arena.
Ancient Altar Device := class(creative_device):
# This is a "Variable" - a container that changes.
# Think of it like a player's HP bar. It starts at 0 (dark) and goes to 1 (glowing).
AltarGlowAmount : float = 0.0
# This is an "Event" - something that happens in the game.
# Like a "Elimination" event, this triggers when a player enters the device's zone.
OnPlayerEnter := event(player: player):
# Find the "Altar Prop" in our Scene Graph.
# We use the Hierarchy to find the specific entity named "Central Altar".
altar_prop := GetEntity("Central Altar")
if (altar_prop != none):
# Get the "Visual" component of the prop.
# This is like checking the player's skin.
visual := GetVisual(altar_prop)
# Change the "Emissive" (glow) intensity.
# We set it to 1.0, which means "full glow."
# This is like switching a player's health from 0 to 100.
SetEmissiveIntensity(visual, 1.0)
# Update our variable to reflect the new state.
AltarGlowAmount = 1.0
Verse Library
verse
01 Device
Adjusts a prop emissive glow intensity when players enter or leave its detection zone.
verse-library/using-prehistoric-galleries-in-fortnite-creative/01-device.verse
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