using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Verse.org/Simulation }
# We are defining a new type of object called a Gadget.
# This is like creating a new blueprint for a device.
bouncer_gadget := class(creative_device):
# This is our VARIABLE. Think of it as your "Ammo Counter."
# It starts at 3, meaning you get 3 free bouncers.
# 'var' makes it mutable so we can subtract from it later.
var TrapsRemaining : int = 3
# A reference to a prop_spawner_device placed on the island in UEFN.
# We use a prop_spawner_device to handle the actual spawning,
# because Verse cannot call SpawnActor for arbitrary game props directly.
# Wire this device to a Bouncer Pad prop in the UEFN editor.
# note: Verse has no free SpawnActor for arbitrary props; prop_spawner_device
# is the supported way to spawn props at runtime in UEFN.
@editable
BouncerSpawner : prop_spawner_device = prop_spawner_device{}
# A reference to the button_device (or player_reference_device) that
# tells us which player triggered the gadget.
# Wire a trigger_device or item_granter_device's AgentActivates event
# to call DeployBouncer in your island setup.
@editable
GadgetTrigger : trigger_device = trigger_device{}
Verse Library
verse
01 Device
Spawns deployable bouncer props for triggering players while managing a limited usage counter.
verse-library/using-trap-items-in-fortnite-creative/01-device.verse
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