# 1. Define the function that will handle the event. # This is the "Explosion" in our tripwire analogy. OnReinforcementSpawned(SpawnedGuard: Actor) := # Print a message to the chat/log so we know it worked Print("A new reinforcement just spawned!") # Optional: Do something visual, like flashing the screen or playing a sound # For now, let's just print the location of the new guard Print("Guard spawned at: " + SpawnedGuard.GetTransform().Location) # 2. The Main Entry Point. This runs when the game starts. OnBegin() : void = # Find our specific spawner by name. # In a real map, you'd get this from a collection or variable. set MySpawner : GuardReinforcementSpawnerDevice = GetPlayspace().GetDevice("MyReinforcementSpawner") # 3. SUBSCRIBE to the event. # This tells Verse: "When MySpawner spawns something, run OnReinforcementSpawned." MySpawner.SpawnedEvent.Subscribe(OnReinforcementSpawned) # Start the game loop or any other logic Print("Script is listening for reinforcements...")