# This is our main script. It lives on a device.
# We call this "MyTrapDispenser".
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Playspaces }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Verse.org/Simulation }
MyTrapDispenser := class(creative_device):
# This is our variable. It is like a counter.
# We start with 1 item inside the machine.
# var lets us change it later.
var items_left : int = 1
# This trigger device detects when a player
# walks close enough to the dispenser.
# Place a trigger_device in your island and
# connect it to this property in UEFN.
TriggerDevice : trigger_device = trigger_device{}
# OnBegin runs automatically when the island starts.
OnBegin<override>()<suspends> : void =
# Subscribe to the trigger so we hear the "doorbell".
TriggerDevice.TriggeredEvent.Subscribe(OnPlayerTouch)
# This is our recipe.
# It takes an agent (which includes players) as an input.
GiveItem(Agent : agent) : void =
# Try to get a fort_character from the agent so
Verse Library
verse
01 Device
Grants consumable items to triggering players while managing a limited stock counter.
verse-library/using-trap-consumables-in-fortnite-creative/01-device.verse
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