# This is a comment. It's like a sticky note for yourself.
# The compiler (the program that checks your code) ignores these.
# We need to tell Verse which "parts" of Fortnite we want to use.
# Think of this as checking your backpack before a match.
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
# This is the main "Brain" of our script.
# It attaches to a Device (like a Trigger or a Spawn Pad)
# so it knows when to wake up.
RespawnLootDevice := class(creative_device):
# This is the "Trigger" that watches for players.
# It's like a sensor that says "Hey, someone just came back!"
# Wire this slot to a Spawn Pad device in the UEFN Details Panel.
@editable
SpawnPad : spawn_pad_device = spawn_pad_device{}
# OnBegin runs once when the game session starts.
# We use it to subscribe to the SpawnPad's SpawnedEvent.
OnBegin<override>()<suspends> : void =
# Subscribe: every time the SpawnPad fires SpawnedEvent,
# call our give_respawn_loot function with the player who spawned.
SpawnPad.SpawnedEvent.Subscribe(OnPlayerSpawned)
# This is the "Event Listener."
# It's like a security camera recording.
Verse Library
verse
01 Device
Distributes consumable loot to players automatically when they respawn via a spawn pad.
verse-library/using-travel-consumables-in-fortnite-creative/01-device.verse
Sign in free to read the full source 🌴
This Verse Library file is members-only. Create a free account to view the complete source and download the .verse file.