Verse Library verse

01 Device

Handles player interactions to spawn and give vehicle modification items to players with nearby cars.

verse-library/using-vehicle-mod-consumables-in-fortnite-creative/01-device.verse

# This is a simple script to demonstrate how Verse checks for vehicles
# In reality, the game handles the attachment, but this shows the logic.

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }

# Define our Mod Dispenser Device
ModDispenser := class(creative_device):
    # This is a "Variable" - a box that holds data that can change.
    # Think of it like your Health Bar. It changes when you take damage.
    ModItem := creative_item

    # This is a "Function" - a block of code that does something.
    # Think of it like a Trap Trigger. When someone steps on it, the trap fires.
    OnBegin<override>()<suspends>:void=
        # When the game starts, we make sure the dispenser has a mod
        ModItem = Create_Creative_Item("Vehicle_Mod_Off_Road_Tires")
        
        # We place the item on a table (simplified)
        Place_Item(ModItem)

    # This function runs when a player interacts with the dispenser
    OnPlayerInteracted<override>(Player: creative_player):void=
        # Check if the player has a vehicle nearby
        # This is like checking if the Storm is close
        if (Has_Nearby_Vehicle(Player)):
            # Give the player the mod
            Player.Give_Item(ModItem)
            # The item is now in their inventory, ready to be thrown!

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