# We need to talk to Fortnite devices, so we import the device library. using { /Fortnite.com/Devices } # This is our main script. It lives in the scene graph. RevengeTrapScript := class(creative_object): # We need references to our devices. # Think of these as "handles" to the objects in the world. RevengeButton: conditional_button_device = conditional_button_device{ # Replace this with the actual name of your button in the editor name = "RevengeButton" } SpikeTrap: prop_mover_device = prop_mover_device{ # Replace this with the actual name of your trap in the editor name = "SpikeTrap" } # This function runs when the game starts. OnBegin(): void => # 1. Listen for the button being pressed. # When the button is pressed, run the 'ButtonPressed' function. RevengeButton.PressedEvent += func(agent: agent): # 2. The button was pressed! Now we activate the trap. # We pass the 'agent' (the player who pressed it) to the Activate function. # This tells the trap: "Hey, this player triggered you. Go!" SpikeTrap.Activate(agent)