using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } trap_door_suv := class(creative_device): # Assign both devices in the UEFN details panel. @editable SuvSpawner : suv_spawner_device = suv_spawner_device{} @editable TriggerZone : trigger_device = trigger_device{} # OnBegin: wire up the trigger so we know when a player enters the zone. OnBegin() : void = # 'TriggeredEvent' fires whenever an agent activates the trigger volume. TriggerZone.TriggeredEvent.Subscribe(HandlePlayerEnteredTrigger) # Also respawn the SUV each time it is destroyed. SuvSpawner.VehicleDestroyedEvent.Subscribe(HandleVehicleDestroyed) # Handler: player walked into the trigger zone — spawn the blocking SUV. HandlePlayerEnteredTrigger(EnteredAgent : ?agent) : void = Print("Player on the bridge! Spawning blocker SUV.") SuvSpawner.Activate() # Handler: SUV was destroyed — bring it back to keep the pressure on. HandleVehicleDestroyed(Instigator : ?agent) : void = Print("Blocker SUV destroyed! Respawning.") SuvSpawner.Activate()