using { /Fortnite.com/Devices } # This is our main script. Think of it as the brain of the island. MyScript := class(creative_object): # We need to find our devices in the world. # 'BossDoor' is the Prop Mover that opens the path. BossDoor: Prop Mover = ? # 'GoldGate' is the Attribute Evaluator that acts as the bouncer. GoldGate: Attribute Evaluator = ? # This function runs when the island starts. OnBegin(): void= # Connect the GoldGate's "Pass" signal to the BossDoor's "Activate" input. # If the player passes the check, the door opens. GoldGate.PassEvent:Bind( func(self): BossDoor.Activate() ) # Connect the GoldGate's "Fail" signal to a sound or effect. # If the player fails, play a "Denied" sound. GoldGate.FailEvent:Bind( func(self): # In a real build, you'd play a sound device here. # For now, we just ignore it or log it. print("Access Denied: Not enough Gold!") ) # IMPORTANT: We need to tell the Gate WHO to check. # We do this by connecting a signal TO the Gate. # Let's assume we have a Step Trigger that signals the Gate. # Since we can't connect devices in code easily without references, # we'll rely on the editor connections for the INPUT, # but here we define the OUTPUTS. # Wait, in Verse, we usually handle the logic inside the device # or bind events to external triggers. # Let's refine: The Attribute Evaluator needs an input signal. # We will bind a Step Trigger's OnBegin to the GoldGate's input. # Note: In UEFN, you often connect devices in the editor. # But if you want to do it all in Verse, you bind the events. # Let's assume a StepTrigger named 'EntryPad' exists. # We will bind its signal to the Gate. EntryPad := self.GetWorld().FindDevice[Step Trigger]("EntryPad") # When the player steps on the pad, signal the Gate. EntryPad.OnBegin:Bind( func(self): # This sends the signal to the Gate. # The Gate then checks the player's stats. GoldGate.Trigger() )