# This line tells Verse that this script belongs to the VerseDevice in our level. # Think of it like saying "This script controls the device named 'VerseDevice'." struct MyLevelScript : VerseDeviceScript { # We need to tell Verse where to find our objects. # We do this by creating "references" to the props in our level. # 'SpawnPad' and 'TestPlatform' must match the Names we set in the editor! SpawnPad: PlayerSpawnPad = Self.GetReference(PlayerSpawnPad, "SpawnPad") TestPlatform: CreativeProp = Self.GetReference(CreativeProp, "TestPlatform") # This function runs ONCE when the game starts. # It’s like the "Countdown" before the match begins. OnBegin() = () => { # Let’s do something visible immediately. # We’ll hide the platform for 1 second, then show it. # This proves Verse is talking to our props. # 1. Hide the platform instantly. # Hide() makes the prop invisible AND removes its collision (you can walk through it). TestPlatform.Hide() # 2. Wait 1 second. # This is like a storm timer delay. @Wait(1.0) # 3. Show the platform again. # Show() makes it visible and puts the collision back. TestPlatform.Show() # Optional: Print a message to the debug log so we know it worked. # It’s like checking your kill feed to see if you got an elimination. Print("Level setup complete! Platform toggled.") } }