# We need to bring in the basic Verse tools using { /Fortnite.com/Devices } using { /Verse.org/Simulation } using { /Verse.org/Native } using { /UnrealEngine.com/Temporary/Diagnostics } using { /Fortnite.com/Characters } # This is our "Class". Think of it as a blueprint for our Smart Spawn system. # It's like a specific type of Trap that has special powers. # creative_device is the real base class for island devices in UEFN. SmartSpawnSystem := class(creative_device): # VARIABLES: These are our "Loot Pools". # We store references to our devices here. # @editable exposes them in the UEFN Details panel so you can # drag-and-drop your placed devices directly onto these slots — # no string-based lookup needed. @editable SpawnPad1 : player_spawner_device = player_spawner_device{} @editable SpawnPad2 : player_spawner_device = player_spawner_device{} # cinematic_sequence_device is used here to drive a timed visual flash. # For a true color-changing light you would use a light_controller_device; # swap the type and calls below if you have one placed on your island. # note: there is no generic "Light" device in public Verse APIs; # cinematic_sequence_device is the closest built-in timed-effect device. @editable FlashSequence : cinematic_sequence_device = cinematic_sequence_device{} # INITIALIZATION: This runs ONCE when the island starts. # Think of this as the "Pre-Game Lobby" setup. # OnBegin is the real entry-point for creative_device subclasses. OnBegin() : void = # Subscribe to the game's elimination event through the experience. # GetPlayspace() returns the current fort_playspace, which exposes # PlayerRemovedEvent — fired whenever a player is eliminated or leaves. # note: UEFN does not expose a single global OnElimination event; # PlayerRemovedEvent on the playspace is the closest real equivalent # for reacting to a player leaving active play. Playspace := GetPlayspace() Playspace.PlayerRemovedEvent().Subscribe(OnPlayerRemoved) # EVENT: This is the "Elimination" listener. # The game fires this event when a player is removed from the playspace. OnPlayerRemoved(RemovedPlayer : player) : void = # LOGIC: Who died? Where should they go? # For simplicity, send every removed player to SpawnPad1 and # trigger the flash sequence so they know they are ready to go. # In a real game, you would track per-player state for richer logic! # Respawn the player at SpawnPad1. # player_spawner_device.Activate() respawns the player # the next time that spawn pad is used; to force immediate # teleport we move the player to the pad's transform. # note: player does not expose Set_location directly; we use # TeleportTo on the fort_character wrapped in a guard check. if (FortCharacter := RemovedPlayer.GetFortCharacter[]): PadTransform := SpawnPad1.GetTransform() if (FortCharacter.TeleportTo[PadTransform.Translation, PadTransform.Rotation]): false # Make the light flash by playing the cinematic sequence! # The sequence should be set up in the editor to flash your # chosen light from red back to off over ~1 second. FlashSequence.Play()