Verse Library verse

01 Device

Activates a specific race track volume when players enter, switching their active lap track.

verse-library/using-rocket-racing-active-track-volume-devices-in-unreal-editor-for-fortnite/01-device.verse

# This is a simple script for the Active Track Volume
# It changes the player's track when they enter the volume

using { /Fortnite.com/Devices }
using { /Fortnite.com/Devices/RacingDevices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }

# We create a new device called TrackSwitcher
# This device holds our volume and the target track
TrackSwitcher := class(creative_device):

    # This is the volume device we placed in the editor
    @editable
    ActiveVolume : rr_active_track_volume_device = rr_active_track_volume_device{}

    # This function runs when the game starts
    OnBegin<override>()<suspends>: void =
        # We connect to the "AgentEntersEvent" event
        # This means we wait for a player to drive in
        # note: rr_active_track_volume_device fires AgentEntersEvent when a racer enters the volume
        ActiveVolume.AgentEntersEvent.Subscribe(OnAgentEnters)

    # This function runs when a player enters the volume
    OnAgentEnters(EnteredAgent : agent) : void =
        # We tell the volume to activate for the agent who entered
        # note: ActivateForAgent sets the active track on the volume device for this player
        ActiveVolume.ActivateForAgent(EnteredAgent)

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