# 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("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. cactus.Cooldown = Cooldown{Time=cooldown_time} # Optional: Print a message to the debug log to confirm it worked. print("Healing Cactus configured! Cooldown set to {cooldown_time}s") else # If we couldn't find it, yell at ourselves in the logs. print("ERROR: Could not find 'BigHealCactus'. Check the name!")