# This is a simple script for the Active Track Volume # It changes the player's track when they enter the volume using { /Fortnite.com/Devices } using { /Fortnite.com/Devices/RacingDevices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } # We create a new device called TrackSwitcher # This device holds our volume and the target track TrackSwitcher := class(creative_device): # This is the volume device we placed in the editor @editable ActiveVolume : rr_active_track_volume_device = rr_active_track_volume_device{} # This function runs when the game starts OnBegin(): void = # We connect to the "AgentEntersEvent" event # This means we wait for a player to drive in # note: rr_active_track_volume_device fires AgentEntersEvent when a racer enters the volume ActiveVolume.AgentEntersEvent.Subscribe(OnAgentEnters) # This function runs when a player enters the volume OnAgentEnters(EnteredAgent : agent) : void = # We tell the volume to activate for the agent who entered # note: ActivateForAgent sets the active track on the volume device for this player ActiveVolume.ActivateForAgent(EnteredAgent)