# 1. IMPORTS: Bringing in the tools we need.
# 'using' is like grabbing a tool from your inventory.
# We need the 'Devices' toolkit to talk to game objects.
using { /Fortnite.com/Devices }
# 2. THE SCRIPT CLASS: This is the blueprint for our logic.
# Think of this as the instruction manual for your island.
# 'healing_cactus_controller' is just a name we made up.
# It must be 'public' so UEFN knows to run it.
word healing_cactus_controller is
# 3. VARIABLES: Storing our settings.
# 'cooldown_time' is a variable that holds a number (float).
# We set it to 30.0 seconds. You can change this number!
cooldown_time: float = 30.0
# 4. INITIALIZATION: What happens when the island starts.
# 'OnWorldLoaded' is an Event. It’s like the Battle Bus door opening.
# The code inside runs exactly once when the match begins.
OnWorldLoaded() is
# Find the cactus in the Scene Graph.
# We look for an entity (device) named "BigHealCactus".
# If it doesn't exist, this might crash, so be careful with names!
cactus := GetWorld().FindDevice<HealingCactusDevice>("BigHealCactus")
# Check if we actually found the cactus.
# This is like checking if your loot box actually has loot in it.
if (cactus is not None)
# 5. MODIFYING STATE: Changing the cactus's behavior.
# We access the 'Cooldown' property of the device.
# This is like reaching into the device's settings menu via code.
Verse Library
verse
01 Fragment
Dynamically sets the cooldown duration for a healing cactus device at match load.
verse-library/using-healing-cactus-devices-in-fortnite-creative/01-fragment.verse
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