using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /UnrealEngine.com/Temporary/Diagnostics }
# REACTING TO THE PLAYER — listen to what the character DOES.
#
# A fort_character doesn't just sit there to be read and pushed; it BROADCASTS.
# Every time the player jumps, crouches, sprints, or gets eliminated, the
# character fires an event you can subscribe to. That's how you build reactive
# islands: a sound when they jump, a score when they sprint past a line, a
# respawn when they're eliminated. This device awards a point each time a
# player jumps — a "hops counter" minigame, no trigger volumes required.
char_hop_counter_device := class(creative_device):
# Optional scoreboard to bump on each jump.
@editable
HopScore : score_manager_device = score_manager_device{}
OnBegin<override>()<suspends> : void =
# When a player joins, hook up their character's events. We do the
# existing players now, and also catch anyone who joins later.
Playspace := GetPlayspace()
for (P : Playspace.GetPlayers()):
HookUp(P)
Playspace.PlayerAddedEvent().Subscribe(HookUp)
# Wire one player's character events. Called per player.
HookUp(P : player) : void =
Verse Library
verse
03 Device
Subscribes to player jump events to award points via a score manager for a hops minigame.
verse-library/verse-char-events/03-device.verse
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