Verse Library verse

01 Fragment

Assigns an item definition to a cooler device that dispenses it upon player trigger interaction.

verse-library/using-seaside-prefabs-in-fortnite-creative/01-fragment.verse

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

# This is our "Beach Cooler" script
# It inherits from a basic device, meaning it can be placed in the world
class BeachCoolerDevice is Device()

    # A variable to hold the item we want to give.
    # Think of this as the "Loot Table" for this cooler.
    # We'll set this in the editor properties later.
    var ItemToGive : ItemDefinition = ItemDefinition{}

    # This function runs when a player enters the device's trigger volume.
    # In game terms: "When a player touches the cooler..."
    OnBegin<override>()<suspends>: unit =
    {
        # Connect to the "OnBegin" event of the device.
        # This is like setting up a tripwire.
        OnBeginEvent <- OnBeginEvent+OnBegin
    
        # Wait for the player to interact (touch)
        # We'll use a simple loop to listen for interactions
        for (Player : GetPlayers())
        {
            # Check if the player is inside our trigger
            if (IsPlayerInTrigger(Player))
            {
                # Give the player the item defined in our variable
                Player.GiveItem(ItemToGive)

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