using /Fortnite.com/Devices using /Verse.org/Simulation using /Fortnite.com/WarBus # This is our main script. It "listens" for events. # Think of it like a referee who only blows the whistle when the rule is broken. Create WarBusSpawnerScript() as VerseDevice { # This variable holds a reference to the War Bus Spawner device. # We'll set this in the editor, but Verse needs to know it exists. WarBusSpawner: WarBusSpawnerDevice = WarBusSpawnerDevice{} # This function runs when the Verse Device is initialized. # It’s like the "Start Game" button. OnBegin() { # We need to wait for the player to enter the zone. # We'll use an event listener for this. # Listen for the 'OnBeginPlay' event of the War Bus Spawner. # Actually, we want to listen to a Trigger Volume. # Since we don't have the trigger in code yet, let's assume # we're listening to the War Bus Spawner's 'OnSpawn' event # for this example, but in reality, we'd link it to a trigger. # Let's simplify: We'll just spawn the bus immediately # when the script starts, to show how it works. # In a real map, you'd link this to a Trigger Volume's 'OnBeginOverlap' event. SpawnWarBus() } # This is a function. Think of it as a "spell" you cast. # It takes no inputs and returns nothing. SpawnWarBus() { # This line tells the World to create a new War Bus Entity. # We use the 'WarBusSpawner' device we defined earlier. # .Spawn() is the action. # The '->' operator is how we tell the game "Do this now." # It’s like pressing the 'A' button on your controller. WarBusSpawner.Spawn() # Optional: Let's add a chat message so players know it's happening. # This uses the 'ChatMessage' device. # We assume you have a ChatMessage device named 'ChatSender' in your scene. # ChatSender.Send("The War Bus has arrived! Prepare for EMP!") } }