class RevengeTrapDevice(creative_device): # Link this to a Trigger Device in the editor TriggerDevice(trigger_device): # This function runs when the game starts OnBegin():void= # Log that the trap has initialized # Think of this as checking if your trap is "armed" Logger := log{Channel := RevengeTrapLog} Logger.Print("Revenge Trap: System Armed. Waiting for victims...") # Wait for the trigger to fire if (TriggerDevice.Triggered): # Log that someone stepped on it Logger.Print("Revenge Trap: Target Acquired! Boom!") # Here you would add your explosion logic # For now, we just log that we *would* explode Logger.Print("Revenge Trap: Explosion Logic Executed.")