# We need these basic tools to talk to the game world using { /Verse.org/Simulation } using { /Fortnite.com/Devices } using { /Fortnite.com/Characters } using { /Fortnite.com/Game } using { /UnrealEngine.com/Temporary/SpatialMath } using { /UnrealEngine.com/Temporary/Diagnostics } # This is our main script. Think of it as the "Game Rule" container. # It holds the logic for what happens when players interact with the world. my_particle_script := class(creative_device): # STEP 1: Define the "Loot" (The Particle Effect) # In Verse, we wire up devices in the editor's Details panel. # Place a vfx_spawner_device on your island and assign it here. # Replace 'vfx_spawner_device{}' by connecting the device in the Details panel. # note: Verse has no raw particle_system asset type at runtime; vfx_spawner_device # is the real API for spawning pre-configured particle effects in UEFN. @editable explosion_effect : vfx_spawner_device = vfx_spawner_device{} # STEP 2: The "Trigger" (Event Listener) # This function runs automatically when a player is eliminated. # It's like the "Elimination Notification" device in the editor, but in code. on_player_eliminated(result : elimination_result) : void = # Get the agent (player) who was eliminated. eliminated_agent := result.EliminatedCharacter # Get the location of the player who just died. # This is like grabbing the coordinates of the loot crate. if (fort_char := eliminated_agent.GetFortCharacter[]): death_location : vector3 := fort_char.GetTransform().Translation # STEP 3: The "Spawn" (The Action) # We move the vfx_spawner_device to the death location, then activate it. # This tells the particle system to play its effect where the player died, # not at the center of the map. # note: vfx_spawner_device does not have a runtime SetActorLocation API; # placing the device near expected death zones in the editor and calling # Enable() is the standard real workflow. TeleportTo[] is used here to # reposition it at runtime, which is the closest real API available. if (fort_char_device := explosion_effect.GetSelfAsActor[]): fort_char_device.TeleportTo[death_location, IdentityRotation()] explosion_effect.Enable() # This is the entry point. It sets up the listeners. # It's like hitting "Play" in the editor. OnBegin() : void = # We need to listen to the Game Mode for elimination events. # This is the "brain" of the game. # note: GetPlayspace() is the real Verse API that replaces GetGameMode(). PlaySpace := GetPlayspace() # Connect our function to the elimination event. # When a player dies, 'on_player_eliminated' runs. PlaySpace.EliminationEvent().Subscribe(on_player_eliminated)