# Spy Mode: A simple script to toggle an Orbit Camera # Think of this as the "Brain" behind the camera switch. using { /Fortnite.com/Devices } # Allows us to talk to devices using { /Verse.org/Simulation } # Allows us to run game logic # 1. DEFINE THE VARIABLE # A "Variable" is like a loot box. It can hold different things at different times. # Here, we create a "Boolean" variable called `is_spying`. # Boolean = A switch that is either ON (True) or OFF (False). # Just like a storm is either "active" or "not active." is_spying := false # 2. DEFINE THE FUNCTION # A "Function" is a recipe or a machine. You put inputs in, you get outputs out. # This function will handle the button press. # "Event" means something happened in the game (like a button press). On_Spy_Button_Pressed := event() { # Toggle the switch! # If is_spying is False, make it True. If True, make it False. # It's like healing: if you're at 100 HP, you can't heal more. # But here, we just flip the switch. is_spying := !is_spying # The "!" means "NOT". So NOT False is True. # 3. CONTROL THE DEVICE # We need to tell the Orbit Camera what to do. # In a real complex system, you would pass the Camera Device here. # For this tutorial, let's assume we have a reference to the camera. # Since we can't easily access the specific device instance in this simple snippet # without more setup, we'll log the state change. if (is_spying) { # SPY MODE ON # In a full script, you would now: # 1. Set the Orbit Camera's Target to the Player. # 2. Enable the Camera. # 3. Hide the player's first-person view. print("Spy Mode Activated! Look around!") } else { # SPY MODE OFF # Revert to normal controls. print("Spy Mode Deactivated.") } } # 4. BIND THE EVENT # This connects the button press (from the device settings) to our function. # Think of this as wiring a doorbell to your house. # When the button is pressed, the function runs. On_Spy_Button_Pressed.Bind(this)