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!")
)
FailEvent
eventFailEvent<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