# This script lives on a Trigger Volume. # When a player enters, it updates the Map Indicator. using { /Fortnite.com/Devices } using { /Verse.org/Sim } # 1. Define the Script # This is like the rulebook for what happens when the trigger is hit. sim script BossIndicatorScript { # 2. Editable Variables # These are the "slots" you see in the UE Editor sidebar. # @editable means you can change these values in the editor without touching code. # This is our "Loot Box" reference. # We are telling Verse: "Find the Map Indicator device named 'BossMarker'." BossMarker : map_indicator_device = map_indicator_device{} # This is the text that will appear on the map. MarkerText : string = "FINAL BOSS HERE" # This is the color. # We use a Color structure to pick Red. MarkerColor : color = color{R:1.0, G:0.0, B:0.0, A:1.0} # 3. The Event # This runs when a player enters the trigger volume. # It's like the "On Player Enters" event in a normal Creative device. OnBegin():void= { # 4. Update the Indicator # We are changing the properties of our BossMarker variable. # Set the text label BossMarker.SetLabel(MarkerText) # Set the color of the icon BossMarker.SetColor(MarkerColor) # Make sure it's visible BossMarker.SetVisibility(true) # Optional: Set the icon type (e.g., Target, Flag, etc.) # Note: Icon types depend on the specific UEFN version, # but usually SetIconType is available or handled via preset. # For this demo, we assume default icon or use SetIcon if available. # BossMarker.SetIconType(MapIndicatorIconType.Target) } }