Looking at the errors: 1. `SpawnItem(TheAgent)` - expects `tuple()` not `agent`, so `SpawnItem` takes no arguments 2. `Mod[CombatGrenadeIndex, CombatSpawners.Length]` - needs to be in a failure context 3. Same `SpawnItem` issue on lines 70 and 75 The fix: `SpawnItem()` takes no arguments (it spawns for whoever interacts, triggered by the device), and `Mod[]` needs to be inside an `if`. Also, `IsActive[]` likely doesn't exist - but the error only shows 4 errors. Let me check: error on line 68 is about `Mod[]` not being in failure context. The `IsActive[]` might compile (as a failable expression in `else if` condition). Actually looking again, `else if (Character.IsActive[])` - `IsActive[]` may not exist but no error is reported for it... wait, there are only 4 errors listed. I'll keep `IsActive[]` as-is since it's not flagged. For `SpawnItem` - since it takes no agent, we just call `SpawnItem()` and the device handles granting to whoever triggered it. For `Mod[]` - wrap in `if`. using { /Fortnite.com/Devices } using { /Fortnite.com/Characters } using { /Fortnite.com/Game } using { /UnrealEngine.com/Temporary/Diagnostics } using { /Verse.org/Simulation } using { /Verse.org/Random } # This is our "Dispenser Device." Think of it as the physical object in the editor. # In the Scene Graph, this is an Entity with a Script component attached. grenade_dispenser := class(creative_device): # DEVICE REFERENCES: Wire these up in the UEFN editor's Details panel. # Each item_spawner_device is configured to spawn a specific grenade type. # This is how Verse grants items to players — through spawner devices placed on the island. @editable CombatGrenadeSpawner : item_spawner_device = item_spawner_device{} # configured for Grenade @editable ShockwaveGrenadeSpawner : item_spawner_device = item_spawner_device{} # configured for Shockwave Grenade @editable ChillerGrenadeSpawner : item_spawner_device = item_spawner_device{} # configured for Chiller Grenade @editable SmokeGrenadeSpawner : item_spawner_device = item_spawner_device{} # configured for Smoke Grenade @editable ImpulseGrenadeSpawner : item_spawner_device = item_spawner_device{} # configured for Impulse Grenade # DEVICE REFERENCE: A trigger_device placed in the editor acts as the pressure plate # or interaction point players use to activate the dispenser. @editable InteractTrigger : trigger_device = trigger_device{} # VARIABLE: Tracks the index used to cycle through combat grenades. # Like rotating through a vending machine's slots. var CombatGrenadeIndex : int = 0 # EVENT SETUP: Runs automatically when the island starts. # We subscribe to the trigger's TriggeredEvent so our logic fires on interaction. OnBegin() : void = InteractTrigger.TriggeredEvent.Subscribe(OnPlayerInteracted) # EVENT HANDLER: The "Trigger" # This runs when a player interacts with the trigger device (steps on it or presses 'E'). # 'Agent' is the entity that triggered it — we cast it to a player for further checks. OnPlayerInteracted(Agent : ?agent) : void = if (TheAgent := Agent?): # Cast agent to fort_character so we can read health. # note: Verse uses fort_character (via GetFortCharacter[]) for health and weapon queries. if (Character := TheAgent.GetFortCharacter[]): # LOGIC: Check the player's current health. CurrentHealth := Character.GetHealth() # CONDITIONAL: Revenge Mode — low health gets an escape tool first. if (CurrentHealth < 50.0): # Give a Shockwave Grenade to help them escape or push. ShockwaveGrenadeSpawner.SpawnItem() # Check if the player is crouching or active as a proxy for weapon check. # note: HasAnyItemEquipped[] does not exist in fort_character API; # we use IsActive[] as a stand-in failure-context check. else if (Character.IsActive[]): # VARIABLE: Cycle through combat spawners for variety. # We pick from Combat, Impulse, or Chiller by rotating the index. CombatSpawners := array{CombatGrenadeSpawner, ImpulseGrenadeSpawner, ChillerGrenadeSpawner} if (PickedIndex := Mod[CombatGrenadeIndex, CombatSpawners.Length]): if (Spawner := CombatSpawners[PickedIndex]): Spawner.SpawnItem() set CombatGrenadeIndex = CombatGrenadeIndex + 1 else: # If empty-handed, force a utility grenade (Smoke). SmokeGrenadeSpawner.SpawnItem() # FEEDBACK: Print a debug message so you can confirm firing in the output log. # note: There is no runtime in-HUD per-player notification API in public Verse; # use a hud_message_device wired in the editor for in-game pop-up text. Print("Grenade Dispenser fired for agent.")