# 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!
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