# SmartBomb.verse # A script that turns a barrel into a timed explosive trap using { /Fortnite.com/Devices } using { /Verse.org/Simulation } # This is the main "Actor" class for our trap. # Think of this as the blueprint for our Smart Bomb. smart_bomb_device := class(creative_device): # These are the "Components" we need to make it work. # We'll assign these in the editor later. MyExplosiveDevice: explosive_device = explosive_device{} vfx_creator: vfx_creator_device = vfx_creator_device{} trigger_zone: trigger_device = trigger_device{} # This function runs when the device is placed in the world. OnBegin(): void = # 1. Listen for players entering the trigger zone. # "TriggeredEvent" is the event (the input). # We bind our custom function "StartDetonation" to it. trigger_zone.TriggeredEvent.Subscribe(Start_Detonation) # This function is called when the trigger is activated. Start_Detonation(triggered_agent: ?agent): void = # 2. Visual Warning: Play the "Bubbling" VFX on the barrel. # We assume the barrel has a VFX Creator attached or we spawn one. # For simplicity, let's just signal the VFX device to play a "Warning" effect. vfx_creator.Begin() # 3. Wait for 3 seconds and then detonate using a spawned async task. # "Sleep" pauses this script for the specified time, but since # Start_Detonation does not have the 'suspends' effect, we spawn # a coroutine to handle the timed sequence. spawn: # 3. Wait for 3 seconds. Sleep(3.0) # 4. Detonate! # "Explode" sends the explosion signal to our explosive device. if (A := triggered_agent?): MyExplosiveDevice.Explode(A) # 5. Cleanup: Remove the barrel after a short delay so it doesn't linger. Sleep(1.0) # Note: In a real scenario, you might want to destroy the prop entity here. # For this basic example, the explosion device handles the damage.