# This script attaches to a Trigger Volume. # It acts as a bouncer at the club door. using { /Fortnite.com/Devices } using { /Verse.org/Sim } # We define our Trigger as an Entity. # In the Scene Graph, this entity has a 'OnBeginOverlapping' event. struct MyLobbyTrap : Entity { # The device we want to control TeleporterDevice: TeleporterDevice = TeleporterDevice{} # The team that is FORBIDDEN from using this # If a player is on this team, they get bounced. BannedTeam: Team = Team{Index = 0} # This is the main "Bouncer" function. # It runs when a player steps on the trigger. OnBeginOverlapping := func(Other: Entity) -> void { # 1. Check if the thing stepping on us is a Player Player: PlayerDevice = Other.As[PlayerDevice]() if (Player == None) { return # Not a player, so let's ignore them. } # 2. Check the Phase # We want to block this ONLY in the Pre-Game phase. # If the game has started, we return early (do nothing). if (GetPhase() != Phase::PreGame) { return # Game is live. The trap is disarmed. } # 3. Check the Team (The "Invert" Logic) # If the player's team matches the BannedTeam, we trigger the trap. if (Player.GetTeam() == BannedTeam) { # Trigger the teleporter TeleporterDevice.Trigger() # Optional: Send a message to the player # "Nice try, Red Team! Back to the lobby!" } } } # This is the entry point. # When the island loads, this function runs once. Main := func() -> void { # Here we would typically find our entities in the scene graph # and attach the logic. # For simplicity, we assume the struct is instantiated on the trigger. }