# This is a comment. It's like leaving a sticky note for yourself.
# The game ignores these lines.
using { /Fortnite.com/Devices }
# We create a 'Module'. Think of this as the 'Island' itself.
# It holds all our logic.
module RevengeTankSystem
# This is a 'Function'. A function is a recipe or a mini-game mechanic
# that does a specific thing. Here, it spawns the tank.
SpawnRevengeTank := function (TankSpawner: TankSpawnerDevice): void =>
# 'TankSpawner.Spawn()' is the command to create the tank.
# It takes no arguments here, so it uses default settings.
TankSpawner.Spawn()
# This is an 'Event Handler'. An event is something that happens in the game,
# like a player stepping on a trigger or pressing a button.
# 'OnActivated' is the event that fires when a device is activated.
OnActivated := function (Source: Device, Target: Device): void =>
# We check if the 'Source' (the thing being pressed) is our button.
# If it is, we call our Spawn function.
# Note: In a real complex system, you'd pass the specific spawner instance.
# For this simple demo, we assume one spawner per button.
SpawnRevengeTank(Source.GetParent<TankSpawnerDevice>())
# This line connects our Event Handler to the actual Device in the editor.
# It tells Verse: "When this button is activated, run OnActivated."
# This is called 'Binding'.
bind OnActivated to GetRevengeButton.OnActivated
Verse Library
verse
01 Fragment
Binds a button activation event to a spawn function for on-demand vehicle deployment.
verse-library/using-tank-spawner-devices-in-fortnite-creative/01-fragment.verse