using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } gossip_mill_device := class(creative_device): @editable MyConversationDevice : conversation_device = conversation_device{} @editable MyTrapDoor : prop_mover_device = prop_mover_device{} OnBegin() : void = # Bind the end event MyConversationDevice.ConversationEndedEvent.Subscribe(TrapSprings) # TODO: Bind the start event here! # MyConversationDevice.ConversationStartedEvent.Subscribe(TrapReset) TrapSprings(Agent : agent) : void = MyTrapDoor.MoveToEnd() Print("Gotcha! You should have kept moving.") # note: Uncomment and implement TrapReset once you add the Subscribe call above. # TrapReset(Agent : agent) : void = # MyTrapDoor.MoveToStart()