# InfiniteSUV.verse # A simple script to respawn an SUV instantly when it's destroyed. using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } # 1. DEFINE THE SCRIPT # This is the "container" for our logic. # We name it "infinite_suv_script". # creative_device is the real base class for all UEFN device scripts. infinite_suv_script := class(creative_device): # 2. DEFINE THE DEVICE REFERENCE # This variable holds the link to the SUV Spawner device. # '@editable' exposes this field in the UEFN details panel so you can # drag-and-drop the actual SUV Spawner device onto it in the editor. # 'suv_spawner_device' is the real Verse type for this device. @editable SuvSpawner : suv_spawner_device = suv_spawner_device{} # 3. INITIALIZATION — OnBegin runs once when the island session starts. # We use this to subscribe to the events we care about. OnBegin() : void = # 4. SUBSCRIBE TO THE VEHICLE DESTROYED EVENT # 'VehicleDestroyedEvent' is the real listenable on suv_spawner_device. # '.Subscribe()' registers our handler function to be called each time # the event fires. SuvSpawner.VehicleDestroyedEvent.Subscribe(HandleVehicleDestroyed) # 5. THE HANDLER FUNCTION (THE BRAIN) # This function is called automatically whenever VehicleDestroyedEvent fires. # It receives an 'agent' representing whoever dealt the killing blow # (or 'false' if there was none). We use '?' to make the parameter optional. HandleVehicleDestroyed(Instigator : ?agent) : void = # Print a message to the output log (great for debugging). Print("SUV destroyed! Respawning now...") # TRIGGER THE SPAWN # 'Activate()' on suv_spawner_device tells the spawner to produce # a fresh vehicle at its placed location immediately. SuvSpawner.Activate()