using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
trap_door_suv := class(creative_device):
# Assign both devices in the UEFN details panel.
@editable
SuvSpawner : suv_spawner_device = suv_spawner_device{}
@editable
TriggerZone : trigger_device = trigger_device{}
# OnBegin: wire up the trigger so we know when a player enters the zone.
OnBegin<override>()<suspends> : void =
# 'TriggeredEvent' fires whenever an agent activates the trigger volume.
TriggerZone.TriggeredEvent.Subscribe(HandlePlayerEnteredTrigger)
# Also respawn the SUV each time it is destroyed.
SuvSpawner.VehicleDestroyedEvent.Subscribe(HandleVehicleDestroyed)
# Handler: player walked into the trigger zone — spawn the blocking SUV.
HandlePlayerEnteredTrigger(EnteredAgent : ?agent) : void =
Print("Player on the bridge! Spawning blocker SUV.")
SuvSpawner.Activate()
# Handler: SUV was destroyed — bring it back to keep the pressure on.
HandleVehicleDestroyed(Instigator : ?agent) : void =
Print("Blocker SUV destroyed! Respawning.")
SuvSpawner.Activate()
Verse Library
verse
03 Device
Spawns a blocking SUV when players enter a zone and automatically respawns it on destruction.
verse-library/using-suv-spawner-devices-in-fortnite-creative/03-device.verse