# This is a Verse Script that handles target interactions # It uses the 'damage_sensor_device' to detect hits and # 'hud_message_device' to show score, since Verse has no # bare 'billboard' or 'audio' type — we use real UEFN devices. using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } target_handler := class(creative_device): # 'ObjectiveSensor' detects when a projectile hits the target zone. # Wire this to an objective_device placed in the editor. @editable DamageSensor : objective_device = objective_device{} # 'HitSound' plays audio feedback on impact. # Wire this to an audio_player_device placed in the editor. @editable HitSound : audio_player_device = audio_player_device{} # 'HitVFX' triggers a particle effect on impact. # Wire this to a vfx_creator_device placed in the editor. @editable HitVFX : vfx_creator_device = vfx_creator_device{} # 'ScoreDisplay' shows the current score to the player. # Wire this to a hud_message_device placed in the editor. # note: hud_message_device is the real device for on-screen text. @editable ScoreDisplay : hud_message_device = hud_message_device{} # 'ScoreManager' grants score to the player on hit. # Wire this to a score_manager_device placed in the editor. @editable ScoreManager : score_manager_device = score_manager_device{} # 'Score' tracks the number of targets hit this session. var Score : int = 0 # OnTargetHit runs every time the DamageSensor fires. # Agent is the player whose projectile triggered the sensor. OnTargetHit(Agent : agent) : void = # 1. Play the Sound # Triggers the audio_player_device wired to HitSound. HitSound.Play() # 2. Trigger the Visual Effect # Activates the vfx_creator_device wired to HitVFX. HitVFX.Begin(Agent) # 3. Update the local score counter set Score = Score + 1 # 4. Award score through the score_manager_device # This updates the player's in-game score on the HUD scoreboard. ScoreManager.Activate(Agent) # 5. Show feedback message via hud_message_device # note: hud_message_device shows a preset message; to display # dynamic text you change the Message property in the editor # or use a string_variable_device. Here we signal the device. ScoreDisplay.Show(Agent) # 6. Disable the sensor so the target can't be hit again # immediately, then re-enable it after 5 seconds. DamageSensor.Destroy(Agent) spawn{ ResetTargetAfterDelay() } # Waits 5 seconds then re-enables the damage sensor, # effectively "respawning" the target for another hit. ResetTargetAfterDelay() : void = Sleep(5.0) DamageSensor.ActivateObjectivePulse(DamageSensor.DestroyedEvent.Await()) # OnBegin is the real Verse entry point for creative_device. OnBegin() : void = # Connect the sensor's damage event to our handler. DamageSensor.DestroyedEvent.Subscribe(OnTargetHit) # Show the initial instruction message to all players. # note: Show() on hud_message_device broadcasts to everyone. ScoreDisplay.Show()