# Import the necessary UEFN libraries using /Fortnite.com/Devices using /Verse.org/Simulation using /Engine/Systems # This is our main device. Think of it as the "Brain" of the island. # It sits in the world and holds all the logic. script class PropHuntBrain extends Device: # --- VARIABLES (The State) --- # These are like the settings on your controller. They define how the game behaves. HunterCount: int = 2 # How many hunters per round? PropCount: int = 8 # How many props per round? RoundTime: float = 120.0 # 120 seconds per round (like the storm timer) # --- EVENTS (The Triggers) --- # We "subscribe" to these events. When they happen, our functions run. # OnPlayerJoined is called automatically when a player enters the game. OnPlayerJoined: Event = Event() # OnRoundStart is a custom event we'll trigger when the round begins. OnRoundStart: Event = Event() # --- FUNCTIONS (The Actions) --- # This function runs when the Brain first initializes. # It's like pressing "Start Game" in the menu. Initialize() -> void: # Subscribe to the player join event. # Whenever a player joins, call the 'HandlePlayerJoin' function. OnPlayerJoined.Subscribe(HandlePlayerJoin) # Print a message to the debug log (the "chat" for developers) Print("Brain Initialized. Waiting for players...") # This function handles what happens when a new player joins. HandlePlayerJoin(Player: Player) -> void: # In a full game, you'd check if teams are full here. # For now, let's just log it. Print($"{Player.GetPlayerName()} has joined the lobby.") # Check if we have enough players to start (e.g., 2 hunters + 8 props = 10 players) # Note: In a real build, you'd track active player counts. # If enough players are here, trigger the start! # For this demo, we'll assume the map designer triggers the start manually # or we add a simple check later. Let's just print for now. # This is the core of the Game Loop: Starting the Round StartRound() -> void: Print("Round Starting! Go hide or go hunt!") # Trigger our custom event so other devices (like timers) can listen OnRoundStart.Trigger() # Here is where you would normally: # 1. Teleport all players to spawn points. # 2. Give Hunters weapons. # 3. Randomly assign Props to hide spots. # 4. Start the RoundTime countdown. # This function ends the round. EndRound() -> void: Print("Round Over! Resetting board...") # Here you would: # 1. Show the winner screen. # 2. Clear all props/hunters. # 3. Wait a few seconds, then call StartRound() again.