├── Aimbot └── aimbot_device.verse ├── Custom Character └── custom_model_device.verse ├── Custom Vehicle └── custom_vehicle_device.verse ├── CustomPropsPets ├── pet_follow_better.verse └── spawn_following_pet_device.verse ├── Detect Damage └── player_damage_detect_device ├── Distance Tracker ├── Colors.txt └── distance_device.verse ├── ExplodingCar └── exploding_vehicle_speed_device ├── HealingStuff └── life_steal_device.verse ├── LICENSE ├── README.md ├── Signal Remote └── Invisible .verse ├── TopDownCamera └── top_camera_device.verse └── text_chat └── text_chat_device.verse /Aimbot/aimbot_device.verse: -------------------------------------------------------------------------------- 1 | using { /Fortnite.com/Devices } 2 | using { /Fortnite.com/Characters } 3 | using { /Verse.org/Simulation } 4 | using { /UnrealEngine.com/Temporary/Diagnostics } 5 | using { /UnrealEngine.com/Temporary/SpatialMath } 6 | 7 | aimbot_device := class(creative_device): 8 | 9 | @editable 10 | GuardSpawner : guard_spawner_device = guard_spawner_device{} 11 | var Targets : []fort_character = array{} 12 | var IsCrouched : logic = false 13 | 14 | (FortCharacter : fort_character).FindNearestTarget() : fort_character = 15 | var MaybeTarget : ?fort_character = false 16 | var NearestLocation : float = 1000000.0 17 | for (Target : Targets): 18 | if (DistancePlayerToTarget := Distance(Target.GetTransform().Translation, FortCharacter.GetTransform().Translation) < NearestLocation): 19 | set MaybeTarget = option{Target} 20 | set NearestLocation = DistancePlayerToTarget 21 | 22 | return MaybeTarget? 23 | 24 | (FortCharacter : fort_character).FaceTarget(Target : fort_character) : void = 25 | TargetLocation := Target.GetTransform().Translation + Target.GetTransform().Rotation.GetLocalUp() * -25.0 26 | PlayerLocation := FortCharacter.GetTransform().Translation 27 | 28 | if (LookDirection := (TargetLocation - PlayerLocation + FortCharacter.GetViewRotation().GetLocalUp() * 25.0).MakeUnitVector[]): 29 | 30 | Yaw := RadiansToDegrees(ArcTan(LookDirection.Y, LookDirection.X)) 31 | NewRotation := MakeRotationFromYawPitchRollDegrees(Yaw, 0.0, 0.0) 32 | if (FortCharacter.TeleportTo[PlayerLocation, NewRotation]): 33 | #Print("BBB") 34 | 35 | HandleGuardSpawned(Agent : agent) : void = 36 | if (FortCharacter := Agent.GetFortCharacter[]): 37 | set Targets += array{FortCharacter} 38 | 39 | HandleGuardEliminated(Result : device_ai_interaction_result) : void = 40 | if: 41 | EliminatedGuard := Result.Target? 42 | FortGuard := EliminatedGuard.GetFortCharacter[] 43 | IndexInArray := Targets.Find[FortGuard] 44 | set Targets = Targets.RemoveElement[IndexInArray] 45 | then: 46 | #Print("Removed eliminated guard from array!") 47 | 48 | OnBegin() : void = 49 | GuardSpawner.SpawnedEvent.Subscribe(HandleGuardSpawned) 50 | GuardSpawner.EliminatedEvent.Subscribe(HandleGuardEliminated) 51 | 52 | if (FortCharacter := GetPlayspace().GetPlayers()[0].GetFortCharacter[]): 53 | branch: 54 | Result := FortCharacter.CrouchedEvent().Await() 55 | set IsCrouched = Result(1) 56 | 57 | loop: 58 | # Player has crouched! 59 | if (not IsCrouched?, Target := FortCharacter.FindNearestTarget[], Targets.Length > 0): 60 | #Print("Player has crouched and has a target!") 61 | race: 62 | block: 63 | loop: 64 | if (not Target.IsActive[]): 65 | break 66 | Sleep(0.0) 67 | FortCharacter.FaceTarget(Target) 68 | block: 69 | FortCharacter.CrouchedEvent().Await() 70 | set IsCrouched = false 71 | #Print("Player has uncrouched!") 72 | else: 73 | Sleep(0.2) 74 | 75 | -------------------------------------------------------------------------------- /Custom Character/custom_model_device.verse: -------------------------------------------------------------------------------- 1 | 2 | using { /Fortnite.com/Devices } 3 | using { /Fortnite.com/Characters } 4 | using { /Verse.org/Simulation } 5 | using { /UnrealEngine.com/Temporary/Diagnostics } 6 | using { /UnrealEngine.com/Temporary/SpatialMath } 7 | 8 | # See https://dev.epicgames.com/documentation/en-us/uefn/create-your-own-device-in-verse for how to create a verse device. 9 | 10 | # A Verse-authored creative device that can be placed in a level 11 | custom_model_device := class(creative_device): 12 | 13 | @editable 14 | FreddyProp : creative_prop = creative_prop{} 15 | @editable 16 | Mutator : mutator_zone_device = mutator_zone_device{} 17 | @editable 18 | RunningCinematic : cinematic_sequence_device = cinematic_sequence_device{} 19 | 20 | var IsCinematicPlaying : logic = false 21 | 22 | UpdateModel ( Agent : agent ) : void = 23 | if (FortCharacter := Agent.GetFortCharacter[]): 24 | FortCharacter.Hide() 25 | 26 | branch: 27 | loop: 28 | if (FortCharacter.IsActive[]): 29 | Sleep(0.0) 30 | PlayerPos := FortCharacter.GetTransform().Translation 31 | FreddyPos := FreddyProp.GetTransform().Translation 32 | 33 | DistanceFromPlayer := Distance(PlayerPos, FreddyPos) 34 | 35 | DirectionFreddyToPlayer := PlayerPos - FreddyPos 36 | 37 | Angle := ArcTan(DirectionFreddyToPlayer.X, DirectionFreddyToPlayer.Y) - 3.14 / 2.0 38 | 39 | NewRotation := MakeRotation( vector3{ X := 0.0, Y := 0.0, Z := -1.0} , Angle) 40 | 41 | FreddyProp.MoveTo(PlayerPos, NewRotation, 0.15) 42 | 43 | loop: 44 | if (not FortCharacter.IsActive[]): 45 | break 46 | Sleep(0.0) 47 | IsSprintingTuple := FortCharacter.SprintedEvent().Await() 48 | if (IsSprintingTuple(1)?): 49 | RunningCinematic.Play() 50 | else: 51 | RunningCinematic.Stop() 52 | 53 | HandleAgentTrigger ( Agent : agent ) : void = 54 | spawn: 55 | UpdateModel(Agent) 56 | HandlePlayerSprint( Agent : agent ) : void = 57 | {} 58 | OnBegin():void= 59 | Mutator.AgentEntersEvent.Subscribe(HandleAgentTrigger) 60 | 61 | -------------------------------------------------------------------------------- /Custom Vehicle/custom_vehicle_device.verse: -------------------------------------------------------------------------------- 1 | 2 | using { /Fortnite.com/Devices } 3 | using { /Verse.org/Simulation } 4 | using { /UnrealEngine.com/Temporary/Diagnostics } 5 | using { /Fortnite.com/Characters } 6 | using { /UnrealEngine.com/Temporary/SpatialMath } 7 | # A Verse-authored creative device that can be placed in a level 8 | custom_vehicle_device := class(creative_device): 9 | 10 | @editable 11 | HotDog : creative_prop = creative_prop{} 12 | @editable 13 | UFO : vehicle_spawner_ufo_device = vehicle_spawner_ufo_device {} 14 | 15 | var PlayerList : []player = array{} 16 | 17 | var IsUFOPiloted : logic = false 18 | var SleepTime : float = 5.0 19 | 20 | HandleEnterUFO(Agent : agent) : void = 21 | set IsUFOPiloted = true 22 | set SleepTime = 0.01 23 | 24 | HandleExitUFO( Agent : agent ) : void = 25 | set IsUFOPiloted = false 26 | set SleepTime = 5.0 27 | 28 | DoHotDogFollowUFO() : void = 29 | loop: 30 | Sleep(SleepTime) 31 | if (IsUFOPiloted?): 32 | if (FortCharacter := PlayerList[0].GetFortCharacter[] ): 33 | PlayerPosition : vector3 = FortCharacter.GetTransform().Translation 34 | PlayerDirectionFace : rotation = FortCharacter.GetViewRotation() 35 | PlayerFrontVector : vector3 = PlayerDirectionFace.GetLocalForward() 36 | 37 | if (HotDog.TeleportTo[PlayerPosition + 500.0 * PlayerFrontVector, PlayerDirectionFace]) {} 38 | 39 | # Runs when the device is started in a running game 40 | OnBegin():void= 41 | # TODO: Replace this with your code 42 | set PlayerList = GetPlayspace().GetPlayers() 43 | 44 | UFO.AgentEntersVehicleEvent.Subscribe(HandleEnterUFO) 45 | UFO.AgentExitsVehicleEvent.Subscribe(HandleExitUFO) 46 | DoHotDogFollowUFO() 47 | -------------------------------------------------------------------------------- /CustomPropsPets/pet_follow_better.verse: -------------------------------------------------------------------------------- 1 | 2 | using { /Fortnite.com/Devices } 3 | using { /Fortnite.com/Characters } 4 | using { /Verse.org/Simulation } 5 | using { /UnrealEngine.com/Temporary/Diagnostics } 6 | using { /UnrealEngine.com/Temporary/SpatialMath } 7 | # See https://dev.epicgames.com/documentation/en-us/uefn/create-your-own-device-in-verse for how to create a verse device. 8 | 9 | # A Verse-authored creative device that can be placed in a level 10 | spawn_pet_device := class(creative_device): 11 | 12 | var Players : []player = array{} 13 | @editable 14 | RunningSequence : cinematic_sequence_device = cinematic_sequence_device{} 15 | @editable 16 | IdleSequence : cinematic_sequence_device = cinematic_sequence_device{} 17 | 18 | DistanceAllowedNearPlayer : float = 600.0 19 | var IsAlreadyPlayingRunning : logic = false 20 | var IsAlreadyPlayingIdle : logic = false 21 | 22 | @editable 23 | SpawnEgg : signal_remote_manager_device = signal_remote_manager_device{} 24 | 25 | # @editable 26 | # DebbyAsset : creative_prop_asset = DefaultCreativePropAsset 27 | @editable 28 | FreddyProp : creative_prop = creative_prop{} 29 | 30 | # SpawnDebby( Agent : agent ) : void = 31 | # if (FortCharacter := Agent.GetFortCharacter[]): 32 | # PlayerPos := FortCharacter.GetTransform().Translation 33 | # PlayerForward := FortCharacter.GetViewRotation().GetLocalForward() * 300.0 34 | # DebbySpawnPos := PlayerPos + PlayerForward 35 | 36 | # Result := SpawnProp(DebbyAsset, DebbySpawnPos, rotation{}) 37 | # if (SpawnedProp := Result(0)?): 38 | # spawn: 39 | # PetFollowsPlayer(FortCharacter, SpawnedProp) 40 | StartFollowingPlayer( Agnet : agent ) : void = 41 | if ( Fort := Agnet.GetFortCharacter[]): 42 | RunningSequence.Play() 43 | set IsAlreadyPlayingRunning = true 44 | spawn: 45 | PetFollowsPlayer(Fort, FreddyProp) 46 | 47 | PetFollowsPlayer( FortniteCharacter : fort_character, CreativeProp : creative_prop) : void = 48 | loop: 49 | Sleep(0.0) 50 | PlayerPos := FortniteCharacter.GetTransform().Translation 51 | DebbyPos := CreativeProp.GetTransform().Translation 52 | DistanceFromPlayer := Distance(PlayerPos, DebbyPos) 53 | PlayerRight := FortniteCharacter.GetTransform().Rotation.GetLocalRight() 54 | 55 | DirectionFreddyToPlayer := PlayerPos - DebbyPos 56 | 57 | Angle := ArcTan(DirectionFreddyToPlayer.X, DirectionFreddyToPlayer.Y) - 3.14 / 2.0 58 | 59 | NewRotation := MakeRotation( vector3{ X := 0.0, Y := 0.0, Z := -1.0} , Angle) 60 | NoJumpPlayerPos := vector3{ X := PlayerPos.X + PlayerRight.X * DistanceAllowedNearPlayer * 0.65, Y := PlayerPos.Y + PlayerRight.Y * DistanceAllowedNearPlayer * 0.65, Z := 80.0} 61 | 62 | if (DistanceFromPlayer > DistanceAllowedNearPlayer): 63 | Time := DistanceFromPlayer / 450.0 64 | CreativeProp.MoveTo(NoJumpPlayerPos, NewRotation, Time) 65 | if (not IsAlreadyPlayingRunning?): 66 | IdleSequence.Stop() 67 | RunningSequence.Play() 68 | set IsAlreadyPlayingRunning = true 69 | set IsAlreadyPlayingIdle = false 70 | else: 71 | if (not IsAlreadyPlayingIdle?): 72 | RunningSequence.Stop() 73 | IdleSequence.Play() 74 | set IsAlreadyPlayingIdle = true 75 | set IsAlreadyPlayingRunning = false 76 | 77 | 78 | OnBegin():void= 79 | set Players = GetPlayspace().GetPlayers() 80 | 81 | SpawnEgg.PrimarySignalEvent.Subscribe(StartFollowingPlayer) 82 | SpawnEgg.SecondarySignalEvent.Subscribe(StartFollowingPlayer) 83 | -------------------------------------------------------------------------------- /CustomPropsPets/spawn_following_pet_device.verse: -------------------------------------------------------------------------------- 1 | 2 | using { /Fortnite.com/Devices } 3 | using { /Fortnite.com/Characters } 4 | using { /Verse.org/Simulation } 5 | using { /UnrealEngine.com/Temporary/Diagnostics } 6 | using { /UnrealEngine.com/Temporary/SpatialMath } 7 | # See https://dev.epicgames.com/documentation/en-us/uefn/create-your-own-device-in-verse for how to create a verse device. 8 | 9 | # A Verse-authored creative device that can be placed in a level 10 | spawn_pet_device := class(creative_device): 11 | var Players : []player = array{} 12 | @editable 13 | SpawnEgg : signal_remote_manager_device = signal_remote_manager_device{} 14 | 15 | @editable 16 | DebbyAsset : creative_prop_asset = DefaultCreativePropAsset 17 | 18 | SpawnDebby( Agent : agent ) : void = 19 | if (FortCharacter := Agent.GetFortCharacter[]): 20 | PlayerPos := FortCharacter.GetTransform().Translation 21 | PlayerForward := FortCharacter.GetViewRotation().GetLocalForward() * 300.0 22 | DebbySpawnPos := PlayerPos + PlayerForward 23 | 24 | Result := SpawnProp(DebbyAsset, DebbySpawnPos, rotation{}) 25 | if (SpawnedProp := Result(0)?): 26 | spawn: 27 | PetFollowsPlayer(FortCharacter, SpawnedProp) 28 | 29 | PetFollowsPlayer( FortniteCharacter : fort_character, CreativeProp : creative_prop) : void = 30 | loop: 31 | Sleep(0.0) 32 | PlayerPos := FortniteCharacter.GetTransform().Translation 33 | DebbyPos := CreativeProp.GetTransform().Translation 34 | 35 | DistanceFromPlayer := Distance(PlayerPos, DebbyPos) 36 | Time := DistanceFromPlayer / 900.0 37 | CreativeProp.MoveTo(PlayerPos, rotation{}, Time) 38 | 39 | OnBegin():void= 40 | set Players = GetPlayspace().GetPlayers() 41 | SpawnEgg.PrimarySignalEvent.Subscribe(SpawnDebby) 42 | SpawnEgg.SecondarySignalEvent.Subscribe(SpawnDebby) 43 | -------------------------------------------------------------------------------- /Detect Damage/player_damage_detect_device: -------------------------------------------------------------------------------- 1 | 2 | using { /Fortnite.com/Devices } 3 | using { /Verse.org/Simulation } 4 | using { /UnrealEngine.com/Temporary/Diagnostics } 5 | using { /Fortnite.com/Game } 6 | using { /Fortnite.com/Characters } 7 | 8 | # See https://dev.epicgames.com/documentation/en-us/uefn/create-your-own-device-in-verse for how to create a verse device. 9 | 10 | # A Verse-authored creative device that can be placed in a level 11 | hit_detect_device := class(creative_device): 12 | var Players : []player = array{} 13 | 14 | 15 | HandlePlayerHit( DamageResult : damage_result ) : void = 16 | Target := DamageResult.Target 17 | Amount := DamageResult.Amount 18 | 19 | if (FortCharacterWhoWasHit := fort_character[Target]): 20 | Print("Was hit for {Amount}") 21 | 22 | if (Instigator := DamageResult.Instigator?, Agent := Instigator.GetInstigatorAgent[], FortCharacterInstigator := Agent.GetFortCharacter[]): 23 | Print("Was hit by another player") 24 | FortCharacterInstigator.Damage(Amount * 2.0 ) 25 | 26 | # Runs when the device is started in a running game 27 | OnBegin():void= 28 | set Players = GetPlayspace().GetPlayers() 29 | 30 | if (Boss := Players[0], FortBoss := Boss.GetFortCharacter[]): 31 | FortBoss.DamagedEvent().Subscribe(HandlePlayerHit) 32 | 33 | # TODO: Replace this with your code 34 | Print("Hello, world!") 35 | Print("2 + 2 = {2 + 2}") 36 | -------------------------------------------------------------------------------- /Distance Tracker/Colors.txt: -------------------------------------------------------------------------------- 1 | This is a list of colors as found in the Verse.digest.verse file by Epic Games. 2 | NOT AFFILIATED WITH EPIC GAMES 3 | 4 | To use any of these colors, you must first include the following Verse module: 5 | 6 | using {Verse.org/Colors} 7 | 8 | Then, use the following syntax (Replace with whatever color) 9 | 10 | NamedColors. 11 | 12 | -------------- List of Colors ------------------- 13 | AliceBlue 14 | AntiqueWhite 15 | Aqua 16 | Aquamarine 17 | Azure 18 | 19 | Beige 20 | Bisque 21 | Black 22 | BlanchedAlmond 23 | Blue 24 | BlueViolet 25 | Brown 26 | Burlywood 27 | 28 | CadetBlue 29 | Chartreuse 30 | Chocolate 31 | Coral 32 | CornflowerBlue 33 | Cornsilk 34 | Crimson 35 | Cyan 36 | 37 | DarkBlue 38 | DarkCyan 39 | DarkGoldenrod 40 | DarkGray 41 | DarkGreen 42 | DarkGrey 43 | DarkKhaki 44 | DarkMagenta 45 | DarkOliveGreen 46 | DarkOrange 47 | DarkOrchid 48 | DarkRed 49 | DarkSalmon 50 | DarkSeaGreen 51 | DarkSlateBlue 52 | DarkSlateGray 53 | DarkSlateGrey 54 | DarkTurquoise 55 | DarkViolet 56 | DeepPink 57 | DeepSkyBlue 58 | DimGray 59 | DimGrey 60 | DodgerBlue 61 | 62 | Firebrick 63 | FloralWhite 64 | ForestGreen 65 | Fuchsia 66 | 67 | Gainsboro 68 | GhostWhite 69 | Gold 70 | Goldenrod 71 | Gray 72 | Green 73 | GreenYellow 74 | Grey 75 | 76 | Honeydew 77 | Hotpink 78 | 79 | IndianRed 80 | Indigo 81 | Ivory 82 | 83 | Khaki 84 | 85 | Lavender 86 | LavenderBlush 87 | LawnGreen 88 | LemonChiffon 89 | LightBlue 90 | LightCoral 91 | LightCyan 92 | LightGoldenrodYellow 93 | LightGray 94 | LightGreen 95 | LightGrey 96 | LightPink 97 | LightSalmon 98 | LightSeaGreen 99 | LightSkyBlue 100 | LightSlateGray 101 | LightSlateGrey 102 | LightSteelBlue 103 | LightYellow 104 | Lime 105 | LimeGreen 106 | Linen 107 | 108 | Magenta 109 | Maroon 110 | MediumAquamarine 111 | MediumBlue 112 | MediumOrchid 113 | MediumPurple 114 | MediumSeaGreen 115 | MediumSlateBlue 116 | MediumSpringGreen 117 | MediumTurquoise 118 | MediumVioletRed 119 | MidnightBlue 120 | MintCream 121 | MistyRose 122 | Moccasin 123 | NavajoWhite 124 | 125 | Navy 126 | 127 | OldLace 128 | Olive 129 | OliveDrab 130 | Orange 131 | OrangeRed 132 | Orchid 133 | 134 | PaleGoldenrod 135 | PaleGreen 136 | PaleTurquoise 137 | PaleVioletred 138 | PapayaWhip 139 | PeachPuff 140 | Peru 141 | Pink 142 | Plum 143 | PowderBlue 144 | Purple 145 | 146 | Red 147 | RosyBrown 148 | RoyalBlue 149 | 150 | SaddleBrown 151 | Salmon 152 | SandyBrown 153 | SeaGreen 154 | SeaShell 155 | Sienna 156 | Silver 157 | SkyBlue 158 | SlateBlue 159 | SlateGray 160 | SlateGrey 161 | Snow 162 | SpringGreen 163 | SteelBlue 164 | 165 | Tan 166 | Teal 167 | Thistle 168 | Tomato 169 | Turquoise 170 | 171 | Violet 172 | 173 | Wheat 174 | White 175 | WhiteSmoke 176 | 177 | Yellow 178 | YellowGreen 179 | -------------------------------------------------------------------------------- /Distance Tracker/distance_device.verse: -------------------------------------------------------------------------------- 1 | using { /Fortnite.com/Devices } 2 | using { /Fortnite.com/Characters } 3 | using { /Fortnite.com/UI } 4 | using { /Verse.org/Simulation } 5 | using { /Verse.org/Colors } 6 | using { /UnrealEngine.com/Temporary/Diagnostics } 7 | using { /UnrealEngine.com/Temporary/SpatialMath } 8 | using { /UnrealEngine.com/Temporary/UI } 9 | 10 | # See https://dev.epicgames.com/documentation/en-us/uefn/create-your-own-device-in-verse for how to create a verse device. 11 | 12 | # A Verse-authored creative device that can be placed in a level 13 | distance_device := class(creative_device): 14 | 15 | UIText(Value : string) : message = "{Value}" 16 | 17 | (Player : player).InitUI() : void = 18 | 19 | TextWidget : text_block = text_block{DefaultTextColor := NamedColors.White} 20 | NewCanvas : canvas = canvas: 21 | Slots := array: 22 | canvas_slot: 23 | Widget := TextWidget 24 | Anchors := anchors{ Minimum := vector2{ X := 0.5, Y := 0.8}, Maximum := vector2{ X := 0.5, Y := 0.8}} 25 | 26 | if (PlayerUI := GetPlayerUI[Player], FortCharacter := Player.GetFortCharacter[]): 27 | PlayerUI.AddWidget(NewCanvas) 28 | spawn: 29 | FortCharacter.UpdateDistance(TextWidget) 30 | 31 | (FortCharacter : fort_character).UpdateDistance( TextBlock : text_block) : void = 32 | loop: 33 | Sleep(0.4) 34 | DistanceVerticalMeters := FortCharacter.GetTransform().Translation.Z / 100.0 35 | if (RoundedDistance := Floor[DistanceVerticalMeters] - 3): 36 | TextBlock.SetText(UIText("- {RoundedDistance}m -")) 37 | 38 | HandlePlayerJoin(Agent : agent) : void = 39 | if (Player := player[Agent]): 40 | Player.InitUI() 41 | 42 | OnBegin():void= 43 | GetPlayspace().PlayerAddedEvent().Subscribe(HandlePlayerJoin) 44 | 45 | for (Player : GetPlayspace().GetPlayers()): 46 | Player.InitUI() 47 | -------------------------------------------------------------------------------- /ExplodingCar/exploding_vehicle_speed_device: -------------------------------------------------------------------------------- 1 | 2 | using { /Fortnite.com/Devices } 3 | using { /Verse.org/Simulation } 4 | using { /UnrealEngine.com/Temporary/Diagnostics } 5 | using { /UnrealEngine.com/Temporary/SpatialMath } 6 | using { /Fortnite.com/Characters } 7 | # See https://dev.epicgames.com/documentation/en-us/uefn/create-your-own-device-in-verse for how to create a verse device. 8 | 9 | # A Verse-authored creative device that can be placed in a level 10 | exploding_vehicle_speed_device := class(creative_device): 11 | 12 | @editable 13 | Car : vehicle_spawner_sports_car_device = vehicle_spawner_sports_car_device{} 14 | @editable 15 | Bomb : explosive_device = explosive_device{} 16 | @editable 17 | DummyProp : creative_prop = creative_prop{} 18 | 19 | var LastPosition : vector3 = vector3{} 20 | var CurrentPosition : vector3 = vector3{} 21 | var Speed : float = 0.0 22 | var VehicleIsAlive : logic = true 23 | 24 | 25 | YaBetterStartDriving ( Agent : agent ) : void = 26 | Print("You better start driving!") 27 | set VehicleIsAlive = true 28 | spawn: 29 | BlowUPIfBelowSpeed(Agent) 30 | 31 | BombFollowPlayer(FortCharacter : fort_character ) : void = 32 | if (DummyProp.TeleportTo[FortCharacter.GetTransform().Translation, rotation{}]) {} 33 | 34 | 35 | 36 | BlowUPIfBelowSpeed( Agent : agent) : void = 37 | Sleep(5.0) 38 | loop: 39 | if (VehicleIsAlive = false): 40 | break 41 | if ( FortCharacter := Agent.GetFortCharacter[]): 42 | set Speed = GetSpeed(FortCharacter) 43 | BombFollowPlayer(FortCharacter) 44 | Print("You are going at {Speed} Km / Hour") 45 | if (Speed < 40.0): 46 | Bomb.Explode(Agent) 47 | Print("You went kaboom!") 48 | set VehicleIsAlive = false 49 | 50 | GetSpeed( FortCharacter : fort_character ) : float = 51 | set LastPosition = CurrentPosition 52 | Sleep(0.2) 53 | set CurrentPosition = FortCharacter.GetTransform().Translation 54 | 55 | PlayerDistance := DistanceXY(CurrentPosition, LastPosition) 56 | 57 | SpeedKMH := 3.6 * ((PlayerDistance / 0.2) / 100.0) 58 | 59 | return SpeedKMH 60 | 61 | # Runs when the device is started in a running game 62 | OnBegin():void= 63 | # TODO: Replace this with your code 64 | Car.AgentEntersVehicleEvent.Subscribe(YaBetterStartDriving) 65 | -------------------------------------------------------------------------------- /HealingStuff/life_steal_device.verse: -------------------------------------------------------------------------------- 1 | 2 | using { /Fortnite.com/Devices } 3 | using { /Fortnite.com/Characters } 4 | using { /Fortnite.com/Game } 5 | using { /Verse.org/Simulation } 6 | using { /UnrealEngine.com/Temporary/Diagnostics } 7 | 8 | # See https://dev.epicgames.com/documentation/en-us/uefn/create-your-own-device-in-verse for how to create a verse device. 9 | 10 | # A Verse-authored creative device that can be placed in a level 11 | life_steal_device := class(creative_device): 12 | 13 | HealAttacker( Result : damage_result) : void = 14 | Amount := Result.Amount 15 | if (Instigator := Result.Instigator?, Agent := Instigator.GetInstigatorAgent[], FortCharacter := Agent.GetFortCharacter[]): 16 | HealAmount := Amount * 0.14 17 | FortCharacter.Heal(HealAmount) 18 | Print("Healed for Amount") 19 | HandlePlayerJoin ( Player : player ) : void = 20 | if (FortCharacter := Player.GetFortCharacter[]): 21 | FortCharacter.DamagedEvent().Subscribe(HealAttacker) 22 | 23 | # Runs when the device is started in a running game 24 | OnBegin():void= 25 | # TODO: Replace this with your code 26 | for (Player : GetPlayspace().GetPlayers(), FortCharacter := Player.GetFortCharacter[]): 27 | FortCharacter.DamagedEvent().Subscribe(HealAttacker) 28 | GetPlayspace().PlayerAddedEvent().Subscribe(HandlePlayerJoin) 29 | 30 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UEFN-Tutorials 2 | 3 | Code for tutorials that I uploaded to Youtube, let me know if there are any bugs or anything else! 4 | -------------------------------------------------------------------------------- /Signal Remote/Invisible .verse: -------------------------------------------------------------------------------- 1 | 2 | using { /Fortnite.com/Devices } 3 | using { /Verse.org/Simulation } 4 | using { /UnrealEngine.com/Temporary/Diagnostics } 5 | using { /Fortnite.com/Characters } 6 | # See https://dev.epicgames.com/documentation/en-us/uefn/create-your-own-device-in-verse for how to create a verse device. 7 | 8 | # A Verse-authored creative device that can be placed in a level 9 | remote_signal_dostuff_device := class(creative_device): 10 | 11 | @editable 12 | SignalRemoteGrey : signal_remote_manager_device = signal_remote_manager_device{} 13 | 14 | 15 | HandlePrimaryButton( P : agent) : void = 16 | if (F := P.GetFortCharacter[]): 17 | F.Hide() 18 | 19 | HandleSecondaryButton( P : agent) : void = 20 | if (f := P.GetFortCharacter[]): 21 | f.Show() 22 | 23 | # Runs when the device is started in a running game 24 | OnBegin():void= 25 | 26 | SignalRemoteGrey.PrimarySignalEvent.Subscribe(HandlePrimaryButton) 27 | SignalRemoteGrey.SecondarySignalEvent.Subscribe(HandleSecondaryButton) 28 | 29 | # TODO: Replace this with your code 30 | Print("Hello, world!") 31 | Print("2 + 2 = {2 + 2}") 32 | -------------------------------------------------------------------------------- /TopDownCamera/top_camera_device.verse: -------------------------------------------------------------------------------- 1 | using { /Fortnite.com/Devices } 2 | using { /Fortnite.com/Characters } 3 | 4 | using { /Verse.org/Simulation } 5 | 6 | using { /UnrealEngine.com/Temporary/Diagnostics } 7 | using { /UnrealEngine.com/Temporary/SpatialMath } 8 | 9 | # See https://dev.epicgames.com/documentation/en-us/uefn/create-your-own-device-in-verse for how to create a verse device. 10 | 11 | # A Verse-authored creative device that can be placed in a level 12 | top_camera_device := class(creative_device): 13 | 14 | @editable 15 | CameraContainer : creative_prop = creative_prop{} 16 | 17 | var Players : []player = array{} 18 | 19 | MoveCamera() : void = 20 | if (Player := Players[0], FortCharacter := Player.GetFortCharacter[]): 21 | PlayerPosition := FortCharacter.GetTransform().Translation 22 | CameraPosition := CameraContainer.GetTransform().Translation 23 | 24 | DirectionCameraToPlayer := PlayerPosition - CameraPosition 25 | 26 | Angle := ArcTan(DirectionCameraToPlayer.X, DirectionCameraToPlayer.Y) - 3.14 / 2.0 27 | 28 | NewRotation := MakeRotation( vector3{ X := 0.0, Y := 0.0, Z := -1.0} , Angle) 29 | 30 | Result := CameraContainer.MoveTo(PlayerPosition, NewRotation, 0.4) 31 | if ( Result = move_to_result.DestinationReached): 32 | MoveCamera() 33 | 34 | # Runs when the device is started in a running game 35 | OnBegin():void= 36 | # TODO: Replace this with your code 37 | set Players = GetPlayspace().GetPlayers() 38 | MoveCamera() 39 | -------------------------------------------------------------------------------- /text_chat/text_chat_device.verse: -------------------------------------------------------------------------------- 1 | 2 | using { /Fortnite.com/Devices } 3 | using { /Fortnite.com/UI } 4 | using { /Verse.org/Simulation } 5 | using { /Verse.org/Colors } 6 | using { /UnrealEngine.com/Temporary/Diagnostics } 7 | using { /UnrealEngine.com/Temporary/UI } 8 | using { /UnrealEngine.com/Temporary/SpatialMath } 9 | # See https://dev.epicgames.com/documentation/en-us/uefn/create-your-own-device-in-verse for how to create a verse device. 10 | chat_queue := class: 11 | var TextArray : []?text_block = array{ false, false, false, false, false, false, false, false, false, false, false, false, false } 12 | var QueueSize : int = 0 13 | Enqueue( InTextBlock : text_block) : void = 14 | for (Index -> TextBlck : TextArray): 15 | # Check if there is no Text Block in the current slot 16 | if (not TextBlck?): 17 | if (set TextArray[Index] = option{ InTextBlock }): 18 | Print("Enqueed New Chat Device at Position {Index}") 19 | set QueueSize += 1 20 | return 21 | 22 | # Removes the First Element from the array 23 | Pop() : text_block = 24 | var BlockRemoved : text_block = text_block{} 25 | 26 | if (set BlockRemoved = TextArray[0]?, RemainingHudsInQueue := TextArray.RemoveElement[0]): 27 | set TextArray = RemainingHudsInQueue 28 | FreeSlot : ?text_block = false 29 | set TextArray += array{ FreeSlot } 30 | set QueueSize -= 1 31 | return BlockRemoved 32 | 33 | GetQueueSize() : int = 34 | return QueueSize 35 | 36 | chat_engine := class: 37 | ChatQueue : chat_queue = chat_queue{} 38 | ChatStackWidget : stack_box = stack_box{ Orientation := orientation.Vertical } 39 | ChatCanvas : canvas = canvas{} 40 | 41 | Init(Players : []player) : void = 42 | ChatCanvas.AddWidget(canvas_slot{ 43 | Anchors := anchors {Minimum := vector2{ X := 0.7, Y := 0.1} , Maximum := vector2{ X := 0.7, Y := 0.1}} 44 | Alignment := vector2{ X := 0.0, Y := 0.0} 45 | Widget := ChatStackWidget 46 | }) 47 | for (Player : Players, PlayerUI := GetPlayerUI[Player]): 48 | PlayerUI.AddWidget(ChatCanvas) 49 | 50 | AddTextChat( NewChatBlock : text_block ) : void = 51 | ChatQueue.Enqueue( NewChatBlock ) 52 | ChatStackWidget.AddWidget( stack_box_slot{ 53 | Widget := NewChatBlock 54 | HorizontalAlignment := horizontal_alignment.Fill 55 | }) 56 | 57 | DeleteTextChat() : void = 58 | ByeByeBlock := ChatQueue.Pop() 59 | ChatStackWidget.RemoveWidget(ByeByeBlock) 60 | 61 | UpdateChat() : void = 62 | loop: 63 | Sleep(5.0) 64 | NumberOfChats := ChatQueue.GetQueueSize() 65 | if (NumberOfChats > 0): 66 | DeleteTextChat() 67 | 68 | 69 | DisplayChat() : void = 70 | {} 71 | 72 | 73 | # A Verse-authored creative device that can be placed in a level 74 | real_text_chat_device := class(creative_device): 75 | 76 | # ClockThing : custom_clock_device = custom_clock_device{} 77 | @editable 78 | Button : button_device = button_device{} 79 | 80 | ChatEngine : chat_engine = chat_engine{} 81 | 82 | var Players : []player = array{} 83 | var PlayersToKeyboard : [player]canvas = map{} 84 | var PlayersToTextInput : [player]text_block = map{} 85 | var PlayersToNames : [player]string = map{} 86 | 87 | UITextMessage(Value : string) : message = "{Value}" 88 | 89 | LetterButtons : []button_loud = array{} 90 | EnterButton : button_loud = button_loud{} 91 | BackSpaceButton : button_loud = button_loud{} 92 | ExitButton : button_loud = button_loud{} 93 | ClearTextButton : button_loud = button_loud{} 94 | SpaceButton : button_loud = button_loud{} 95 | 96 | ColorBlock :color_block = color_block{ DefaultColor := NamedColors.Grey } 97 | 98 | LettersOfTheAlphabet : string = "QWERTYUIOPASDFGHJKLZXCVBNM" 99 | 100 | GetPlayerName(Player : player) : void = 101 | if (PlayerUI := GetPlayerUI[Player]): 102 | 103 | 104 | CreateKeyboard( Player : player ) : canvas = 105 | KeyboardCanvas : canvas = canvas{} 106 | 107 | var XOffset : float = 0.0 108 | var YOffset : float = 0.0 109 | for (Letter : LettersOfTheAlphabet): 110 | Print("Creating Letter: {Letter}") 111 | if ("{Letter}" = "A" or "{Letter}" = "Z"): 112 | set XOffset = 0.0 113 | set YOffset += 0.06 114 | LetterButton : button_loud = button_loud{ DefaultText := UITextMessage("{Letter}")} 115 | LetterButton.OnClick().Subscribe(HandleLetterPressed) 116 | KeyboardCanvas.AddWidget(canvas_slot{ 117 | Anchors := anchors {Minimum:= vector2{ X := 0.2 + XOffset, Y := 0.4 + YOffset}, Maximum := vector2 { X := 0.2 + XOffset, Y := 0.4 + YOffset} } 118 | Widget := LetterButton 119 | }) 120 | 121 | set XOffset += 0.041 122 | #Add Space Button 123 | SpaceButton.SetText(UITextMessage("[_]")) 124 | KeyboardCanvas.AddWidget(canvas_slot{ 125 | Anchors := anchors{ Minimum:= vector2{ X := 0.3, Y := 0.62}, Maximum := vector2 { X := 0.45, Y := 0.62 }} 126 | Widget := SpaceButton 127 | }) 128 | # Add Color block (Text input) to Canvas 129 | KeyboardCanvas.AddWidget(canvas_slot{ 130 | Anchors := anchors{ Minimum:= vector2{ X := 0.2, Y := 0.28}, Maximum := vector2 { X := 0.70, Y := 0.32 }} 131 | Widget := ColorBlock 132 | }) 133 | 134 | # Add Text Input widget to Canvas 135 | if (TexBlock := PlayersToTextInput[Player]): 136 | KeyboardCanvas.AddWidget(canvas_slot{ 137 | Anchors := anchors{ Minimum:= vector2{ X := 0.22, Y := 0.3}, Maximum := vector2 { X := 0.22 , Y := 0.3}} 138 | Alignment := vector2{ X := 0.0, Y := 0.5} 139 | Widget := TexBlock 140 | SizeToContent := true 141 | }) 142 | 143 | 144 | 145 | # Add Backspace Button 146 | BackSpaceButton.SetText(UITextMessage("<-")) 147 | KeyboardCanvas.AddWidget(canvas_slot{ 148 | Anchors := anchors{ Minimum:= vector2{ X := 0.62, Y := 0.4}, Maximum := vector2 { X := 0.7, Y := 0.4 }} 149 | Widget := BackSpaceButton 150 | }) 151 | 152 | # Add Enter Button 153 | EnterButton.SetText(UITextMessage("Enter")) 154 | KeyboardCanvas.AddWidget(canvas_slot{ 155 | Anchors := anchors{ Minimum:= vector2{ X := 0.62, Y := 0.45}, Maximum := vector2 { X := 0.7, Y := 0.45 }} 156 | Widget := EnterButton 157 | }) 158 | # Add Exit Button 159 | ExitButton.SetText(UITextMessage("Exit")) 160 | KeyboardCanvas.AddWidget(canvas_slot{ 161 | Anchors := anchors{ Minimum:= vector2{ X := 0.11, Y := 0.4}, Maximum := vector2 { X := 0.11, Y := 0.4 }} 162 | Widget := ExitButton 163 | }) 164 | 165 | #Add Clear Button 166 | ClearTextButton.SetText(UITextMessage("Clear")) 167 | KeyboardCanvas.AddWidget(canvas_slot{ 168 | Anchors := anchors{ Minimum:= vector2{ X := 0.11, Y := 0.45}, Maximum := vector2 { X := 0.11, Y := 0.45 }} 169 | Widget := ClearTextButton 170 | }) 171 | 172 | 173 | # Bind Action Button to Handlers 174 | SpaceButton.OnClick().Subscribe(HandleLetterPressed) 175 | BackSpaceButton.OnClick().Subscribe(HandleActionButtonsPressed) 176 | EnterButton.OnClick().Subscribe(HandleActionButtonsPressed) 177 | ExitButton.OnClick().Subscribe(HandleActionButtonsPressed) 178 | ClearTextButton.OnClick().Subscribe(HandleActionButtonsPressed) 179 | 180 | return KeyboardCanvas 181 | 182 | HandleLetterPressed( Widget : widget_message ) : void = 183 | if (Btn := button_loud[Widget.Source], Player := Widget.Player, PlayerInput := PlayersToTextInput[Player]): 184 | Text := Btn.GetText() 185 | Print("Doing the COngo, and your letter is {Text}") 186 | UpdateTextBlock(PlayerInput, Text) 187 | 188 | HandleActionButtonsPressed ( Widget : widget_message ) : void = 189 | 190 | PlayerWhoClicked := Widget.Player 191 | 192 | # Get the button pressed, as well as the player who sent's text input field 193 | if (BtnLoud := button_loud[Widget.Source], TextInput := PlayersToTextInput[PlayerWhoClicked]): 194 | ActionButtonText := BtnLoud.GetText() 195 | # Exit Keyboard UI 196 | if (ActionButtonText = "Exit"): 197 | ExitKeyboard(PlayerWhoClicked) 198 | 199 | # Enter Button Action 200 | if (ActionButtonText = "Enter"): 201 | # Send the text message, then clear the input field 202 | NewMessage := TextInput.GetText() 203 | # CurrentTime := ClockThing.GetTimeString() 204 | Print(NewMessage) 205 | 206 | #NewChatBlock := text_block{ DefaultText := UITextMessage("{CurrentTime} : {NewMessage}")} 207 | NewChatBlock := text_block{ DefaultText := UITextMessage("{NewMessage}")} 208 | ChatEngine.AddTextChat(NewChatBlock) 209 | 210 | ClearInputField(TextInput) 211 | 212 | if (ActionButtonText = "<-"): 213 | DeleteCharacter(TextInput) 214 | 215 | if (ActionButtonText = "Clear Text"): 216 | ClearInputField(TextInput) 217 | 218 | ExitKeyboard( Player : player ) : void = 219 | if (PlayerUI := GetPlayerUI[Player], PlayerKeyboard := PlayersToKeyboard[Player]): 220 | PlayerUI.RemoveWidget(PlayerKeyboard) 221 | 222 | DisplayKeybaord( Agent : agent) : void = 223 | if (Player := player[Agent], PlayerUI := GetPlayerUI[Player], Keyboard := PlayersToKeyboard[Player]): 224 | PlayerUI.AddWidget(Keyboard, player_ui_slot{InputMode := ui_input_mode.All}) 225 | 226 | DeleteCharacter ( TxtBlock : text_block ) : void = 227 | CurrentText : string = TxtBlock.GetText() 228 | # Removes last element of the string 229 | if (NewText := CurrentText.RemoveElement[CurrentText.Length - 1]): 230 | TxtBlock.SetText(UITextMessage("{NewText}")) 231 | 232 | ClearInputField ( TxtBlock : text_block ) : void = 233 | TxtBlock.SetText(UITextMessage("")) 234 | 235 | UpdateTextBlock( TxtBlock : text_block, NewLetter : string ) : void = 236 | CurrentText : string = TxtBlock.GetText() 237 | 238 | if (CurrentText.Length > 40): 239 | return 240 | 241 | # Add a space lol 242 | if (NewLetter = "[_]"): 243 | TxtBlock.SetText(UITextMessage("{CurrentText} ")) 244 | return 245 | TxtBlock.SetText(UITextMessage(CurrentText + NewLetter)) 246 | 247 | 248 | # Runs when the device is started in a running game 249 | OnBegin():void= 250 | 251 | 252 | Button.InteractedWithEvent.Subscribe(DisplayKeybaord) 253 | set Players = GetPlayspace().GetPlayers() 254 | ChatEngine.Init(Players) 255 | 256 | for (Player : Players, set PlayersToTextInput[Player] = text_block{ DefaultTextColor := NamedColors.White}): 257 | Keyboard := CreateKeyboard(Player) 258 | if (set PlayersToKeyboard[Player] = Keyboard) {} 259 | sync: 260 | ChatEngine.UpdateChat() 261 | Sleep(1.0) 262 | #ClockThing.ClockTick() 263 | --------------------------------------------------------------------------------