Verse Library verse

01 Standalone

Toggles seasonal environment props visibility via button input to change island aesthetics dynamically.

verse-library/using-seasonal-galleries-in-fortnite-creative/01-standalone.verse

using { /Fortnite.com/Devices }
using { /Unreal.com/Engine }
using { /Verse.org/Simulation }

# This is our main "Island" script.
# Think of this as the Game Director.
SeasonSwitcher := class(creative_island):
    # These are our "Variables" (or Inventory Slots).
    # We need to drag our gallery pieces here in the editor.
    SpringGallery: creative_prop = ?
    AutumnGallery: creative_prop = ?
    
    # This is a "Constant" (a permanent rule).
    # True means Spring is active, False means Autumn is active.
    is_spring_active: bool = true

    # This function runs once when the game starts.
    # It's like the "Loading Screen" setup.
    OnBegin<override>()<suspends>: void =>
        # Initially, hide Autumn so only Spring is visible.
        if AutumnGallery != ?
            AutumnGallery.SetVisibility(false)
        
        # If Spring exists, make sure it's visible.
        if SpringGallery != ?
            SpringGallery.SetVisibility(true)

    # This function runs when the player presses the button.
    # It's like the "Elimination Event" firing.
    OnPlayerActivated<override>(player: player, button: creative_device_button)<suspends>: void =>

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