# WeatherController.ver # This script controls the cloud density based on player input. using { /Fortnite.com/Devices } using { /Verse.org/Sim } using { /UnrealEngine.com/Temporary/Sim } # 1. Define the Script Structure # This is like the "Blueprint" for our device. It holds references to other things. simb WeatherController : IScriptable = # This is a "Device" reference. Think of it as a remote control. # We'll connect this to a Trigger Volume in the editor. TriggerDevice: Device = Device{} # This is a "Component" reference. # We'll connect this to our Volumetric Cloud component. CloudComponent: Component = Component{} # This is a "Constant" (a value that never changes). # High density means thick, stormy clouds. const STORM_DENSITY: float = 0.8 # Low density means clear skies. const CLEAR_DENSITY: float = 0.1 # This is a "Variable" (a value that can change). # We'll use this to track if it's currently storming. var is_storming: bool = false # 2. The Main Event Loop # This function runs once when the game starts. Main = # Listen for the TriggerDevice being activated. # When a player steps on the trigger, this block runs. TriggerDevice.ActivatedEvent.Subscribe( func(): # Toggle the storm state is_storming = !is_storming # Call our helper function to update the clouds UpdateClouds() # 3. The Helper Function # This function actually changes the cloud settings. UpdateClouds = # If it's storming, set density to STORM_DENSITY # Otherwise, set it to CLEAR_DENSITY if (is_storming): CloudComponent.SetDensity(STORM_DENSITY) else: CloudComponent.SetDensity(CLEAR_DENSITY) # Optional: Play a sound or change sky color here too!