// This is the main script for our NPC Medic.
// 'struct' defines the shape of our NPC's data.
// Think of this like a character sheet in a tabletop RPG.
struct MedicBehavior : NPC_Behavior {
// 'variable' is a container for data that changes.
// 'heal_amount' is how much HP we give (like a Medkit restoring 50 HP).
heal_amount: float = 50.0
// 'threshold' is the health level below which we start healing.
// If a player has less than this, they are a candidate.
heal_threshold: float = 50.0
// 'scan_interval' is how often we check for patients (in seconds).
// Like the cooldown on a special ability.
scan_interval: float = 1.0
// 'next_scan_time' tracks when we should look again.
next_scan_time: float = 0.0
// 'target' is who we are currently healing.
// 'null' means we aren't currently focused on anyone.
target: Entity = null
// This is the main entry point. The game calls this when the NPC spawns.
Initialize() -> void {
// Start scanning immediately.
next_scan_time = 0.0
}
// 'event' is something that happens. 'OnUpdate' happens every frame.
Verse Library
verse
01 Fragment
Defines a data structure for NPC healing parameters and frame-based update logic to scan and treat players.
verse-library/create-your-own-npc-medic-in-unreal-editor-for-fortnite/01-fragment.verse
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