using { /UnrealEngine.com/Temporary/SpatialMath } using { /Fortnite.com/Devices } using { /Fortnite.com/Characters } using { /Verse.org/Simulation } # This is our VIP Lounge Script. # It listens to the Trigger and only gives loot to Players. VIP_Lounge := class(creative_device): # We need a reference to the Trigger Volume we placed in the editor. # Think of this as the "Door Sensor." @editable Trigger : trigger_device = trigger_device{} # We need a reference to the Item Granter. # Think of this as the "Loot Dispenser." @editable Dispenser : item_granter_device = item_granter_device{} # This function runs when the game starts. # It sets up the connections. OnBegin():void= # We want to listen for when the Trigger is "Activated" (someone enters). # Trigger.TriggeredEvent is an Event. It's like a bell that rings. # We attach our function to that bell. Trigger.TriggeredEvent.Subscribe(OnTriggerActivated) # Keep the script alive so it keeps listening. loop: Sleep(0.0) # This function runs every time the Trigger rings. # 'Activator' is the thing that stepped on the trigger. OnTriggerActivated(Activator : ?agent) : void = # HERE IS THE MAGIC. # We check if the Activator is a Player. # If it casts to fort_character successfully, it IS a character. if (A := Activator?): if (Character := A.GetFortCharacter[]): # If it IS a player: # 1. Print a message in the debug console (so you know it worked). Print("Player entered VIP zone! Healing time.") # 2. Grant the item. # We tell the Dispenser to give an item to the Activator. Dispenser.GrantItem(A) else: # If it is NOT a player (e.g., a chair, a bot, a rock): Print("Not a player. Access denied.") # Do nothing! No loot for the furniture.