FailEvent

event
FailEvent<public>: listenable(agent)

Signaled when the `agent` from `EvaluateAgent` fails the requirements specified by this device. Sends the `agent` originally passed to this device in `EvaluateAgent`.

Module
/Fortnite.com/Devices
Declared in
attribute_evaluator_device
Source
fortnite

Used in

func(self):
                BossDoor.Activate()
        )
        
        # Connect the GoldGate's "Fail" signal to a sound or effect.
        # If the player fails, play a "Denied" sound.
        GoldGate.FailEvent:Bind(
            func(self):
                # In a real build, you'd play a sound device here.
                # For now, we just ignore it or log it.
                print("Access Denied: Not enough Gold!")
        )