# This script makes players drop loot when they go down. # It's like a digital Item Remover, but written in code. using { /Fortnite.com/Devices } using { /Verse.org/Sim } # We create a new "Actor" (a game object) that holds our logic. # Think of an Actor as a container for devices and code. actor LootDropTrap is Device() { # This is a "Variable." # In Fortnite terms, it's like a prop that changes state. # Here, we store a reference to the DBNO device. dbno_device: DBNODevice = DBNODevice{} # This is a "Function." # A function is a reusable block of code that does something. # Think of it like a "Play Animation" action on a device. # We will call this function when the player goes down. OnPlayerDowned(player: Player) -> void { # This line is the "Action." # We are telling the player to drop their inventory. # It's the same as clicking "Remove Items" on the Item Remover device. player.RemoveItems() # Optional: Let's add some flavor! # We can print a message to the debug log. # This is like seeing a "Kill Feed" message, but for code. print("Loot stripped from ", player.GetName()) } # This is the "Event Binding." # In the device editor, this is the wire. # We are saying: "When the DBNO device fires 'OnPlayerDowned', run my function." event OnBegin() { # We connect the DBNO device's event to our function. # It's like plugging the wire from DBNO_Trigger to Loot_Strapper. dbno_device.OnPlayerDowned += OnPlayerDowned } }