# 1. Import the libraries we need. # These are like the toolboxes containing all the Fortnite devices. using { /Fortnite.com/Devices } using { /Fortnite.com/Characters } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } # 2. Define the Script Class. # Think of this as the "Blueprint" for our device. # It inherits from 'creative_device', which means it can interact with the game world. RevengeTrapScript := class(creative_device): # 3. The @editable keyword. # This creates a property in the Device Properties panel in UEFN. # It allows us to link a Trigger Volume from our level to this script. @editable TriggerVolume : trigger_device = trigger_device{} # It also allows us to link a Prop Mover to launch the player. @editable PropMover : prop_mover_device = prop_mover_device{} # 4. A variable to count launches. # This is like a scoreboard that lives inside this script. # 'var' makes it mutable so we can increment it later. var LaunchCount : int = 0 # 5. The 'OnBegin' function. # This runs once when the game starts. OnBegin() : void = # Let's print a message to the console to make sure it's working. # 'Print' is like shouting into the void to see if anyone hears you. Print("Revenge Trap Initialized! Get ready to fly.") # Subscribe to the trigger's TriggeredEvent so OnTriggerEntered # is called whenever a player walks into the Trigger Volume. # TriggeredEvent sends ?agent, so our handler must accept ?agent. TriggerVolume.TriggeredEvent.Subscribe(OnTriggerEntered) # Keep this coroutine alive for the lifetime of the game. loop: Sleep(1.0) # 6. The 'OnTriggerEntered' function. # This runs every time something enters the TriggerVolume. # trigger_device fires TriggeredEvent with an optional agent (?agent). OnTriggerEntered(MaybeAgent : ?agent) : void = # Increment our counter (add 1 to LaunchCount). set LaunchCount += 1 # Print the new count to the console. Print("Player launched! Total launches: {LaunchCount}") # Activate the Prop Mover. # prop_mover_device uses 'Begin' to start moving the prop. PropMover.Begin() # Note: trigger_device has a built-in re-trigger delay you can set # in UEFN's Device Properties panel, which prevents instant re-firing. # If you need a code-side delay, move this logic into a separate # async helper spawned with 'spawn{ }' and call Sleep(1.0) there.