Home Forums Verse Code Step on Trigger, Prop Appears – Verse Code

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  • #111
    Tyson STyson S
    Keymaster

    This is straightforward code.

    • Create your verse file.
    • Build verse code
    • Drop device in your game
    • Choose your trigger device
    • Choose the prop to show

    The prop will be hidden until you step on the trigger.

    using { /Fortnite.com/Devices }
    
    using { /Verse.org/Simulation }
    
    using { /UnrealEngine.com/Temporary/Diagnostics }
    
    # This class represents a device that makes a prop appear and triggers a VFX when activated
    
    Trigger_prop_spawn_device := class(creative_device):
    
        # Editable property for the trigger device that will activate the prop and VFX
    
        @editable
    
        TriggerDevice : trigger_device = trigger_device{}
    
        # Editable property for the prop that will appear when triggered
    
        @editable
    
        PropToAppear : creative_prop = creative_prop{}
    
        # Editable property for the VFX spawner that will trigger when the prop appears
    
        @editable
    
        VFXSpawner : vfx_spawner_device = vfx_spawner_device{}
    
        # This method is called when the device begins execution
    
        OnBegin<override>()<suspends>:void=
    
            # Subscribe to the trigger's TriggeredEvent
    
            # This sets up the OnTriggerActivated method to be called when the trigger is activated
    
            TriggerDevice.TriggeredEvent.Subscribe(OnTriggerActivated)
    
           
    
            # Initially hide the prop when the device begins
    
            PropToAppear.Hide()
    
        # This method is called when the trigger is activated
    
        # It takes an optional agent parameter, which represents the entity that activated the trigger
    
        OnTriggerActivated(Agent : ?agent):void=
    
            # Check if the Agent parameter has a value
    
            if (ActualAgent := Agent?):
    
                # Try to cast the agent to a player
    
                if (Player := player[ActualAgent]):
    
                    # If it's a player, show the prop
    
                    PropToAppear.Show()
    
                   
    
                    # Enable the VFX spawner
    
                    VFXSpawner.Enable()
    
                   
    
                    # Print a debug message to confirm the prop appeared and VFX triggered
    
                    Print("Prop appeared and VFX triggered for player")
    
    
    		
    	
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