using { /Fortnite.com/Game } using { /Fortnite.com/Devices } using { /Fortnite.com/Characters } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/Diagnostics } # This is our main script. It's like the Game Rules device. # We attach it to a device in the world, like a Zone Trigger. tank_mode_script := script() # VARIABLES: These are our "Loot Slots." # We store the values we want to apply. var TargetMaxHealth := 300.0 var TargetMaxShield := 100.0 # FUNCTION: A reusable block of code. # Think of this like a "Building Blueprint." You define it once, then use it whenever needed. # This function takes a Player as an argument (the person we're buffing). ApplyTankStats := func(player: Player): void => # Get the Health Component from the player. # The Health Component is like the "Health Bar" UI and logic attached to the player. health_comp := player.GetHealthComponent() # If the component exists (player is alive/valid): if (health_comp != nil): # Set the Max Health. # Note: In some UE versions, you might need to set current health too, # but setting Max is the key for the "Tank" feel. health_comp.SetMaxHealth(TargetMaxHealth) # Get the Shield Component. shield_comp := player.GetShieldComponent() if (shield_comp != nil): # Set the Max Shield. shield_comp.SetMaxShield(TargetMaxShield) # Optional: Refill shields to the new max for that satisfying "power-up" feel. shield_comp.SetCurrentShield(TargetMaxShield) # EVENT: The "Trigger." # This function runs automatically when the device it's attached to is triggered. # In UEFN, you attach this script to a Zone Trigger or a Button. on_trigger := func(trigger: TriggerDevice): void => # Get the players who triggered this. # A zone can trigger for multiple players at once. players := trigger.GetTriggeredPlayers() # LOOP: Like checking every player in a lobby one by one. for (player : players): # Call our function to apply the stats to THIS specific player. ApplyTankStats(player) # Tell the player (and everyone) what happened. # "Print" is like writing in the chat or debug log. Print("Player {player.GetPlayerName()} just went Tank Mode!") # SETUP: This runs when the game starts. on_begin := func(): void => Print("Tank Mode Manager Loaded. Find the blue zone to become a tank!")