using { /Fortnite.com/Devices } using { /Verse.org/Simulation } # This is our main script. Think of it as the "Game Director" # controlling all the devices. chaos_button_system := class(creative_device): # We define variables for our devices. # These are like your "inventory slots" for devices. TriggerDevice: trigger_device = trigger_device{} SpeakerDevice: audio_player_device = audio_player_device{} LightDevice: customizable_light_device = customizable_light_device{} MoverDevice: prop_mover_device = prop_mover_device{} # The 'On Begin' function runs when the island starts. # This is where we do all our "introductions" (binding). OnBegin(): void = # BINDING 1: The Trigger -> The Speaker # When the trigger is activated, call the Speaker's "Play" function. TriggerDevice.TriggeredEvent.Subscribe(OnTriggered) # Note: In real UEFN, you can also do this visually in the device UI, # but seeing it in code makes the "Event -> Function" link crystal clear. OnTriggered(Agent: ?agent): void = # BINDING 2: The Trigger -> The Light # When the trigger is activated, call the Light's "Set Active" function. # We pass 'true' to turn it ON. LightDevice.TurnOn() # BINDING 3: The Trigger -> The Prop Mover # When the trigger is activated, call the Mover's "Move" function. MoverDevice.Begin()