using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /Verse.org/Native } # Create a new Device called "ChaosTile" # This device will be placed in the world like a prop or trap ChaosTile := class(creative_device): # This is our "Variable" for the sound. # Think of this like a slot in your inventory where you drag your audio file. # In UEFN, this appears in the Customize panel. @editable ChaosSound: audio_player_device = audio_player_device{} # This is the "Trigger Zone." # Imagine an invisible bubble around the tile. @editable TriggerZone: trigger_device = trigger_device{} # This is the "Event Handler." # When a player enters the TriggerZone, this function runs. # It's like a motion sensor on a security camera. OnPlayerEnter(Agent: ?agent): void = # Check if the thing that entered is actually a player if (A := Agent?, Player := player[A]): # Play the sound! # This is like hitting the "Play" button on a remote. ChaosSound.Play() # Optional: Give them a point or a notification # We'll just print a message to the console for now Print("CHAOS ACTIVATED!") # This function sets up the device when the game starts OnBegin(): void = # Connect the event to the function # This wires the "sensor" to the "alarm" TriggerZone.TriggeredEvent.Subscribe(OnPlayerEnter)