# This script controls the glowing crystal using { /Fortnite.com/Devices } using { /Verse.org/Simulation } # We create a device called GlowingCrystal # note: Verse devices must extend creative_device; TrackedActor is not a real base class. GlowingCrystal := class(creative_device): # This is our glowing cube prop device placed in the editor @editable CubeProp : cinematic_sequence_device = cinematic_sequence_device{} # note: Verse has no PropActor or SetEmissiveIntensity API. # We simulate glow on/off by playing (bright) and stopping (dark) # a cinematic sequence that drives the material's emissive parameter. # The closest real runtime control for a placed prop's visibility is # the creative_prop device toggled via a custom_event_device or # a cinematic_sequence_device for actual brightness. We use cinematic_sequence_device here. @editable GlowLight : cinematic_sequence_device = cinematic_sequence_device{} # This function runs when the game starts OnBegin() : void = # Turn on the glow GlowLight.Play() # Wait for 5 seconds Sleep(5.0) # Turn off the glow GlowLight.Stop()