# This is a comment. It's like leaving a sticky note for yourself. # The game ignores these lines. using { /Fortnite.com/Devices } # We create a 'Module'. Think of this as the 'Island' itself. # It holds all our logic. module RevengeTankSystem # This is a 'Function'. A function is a recipe or a mini-game mechanic # that does a specific thing. Here, it spawns the tank. SpawnRevengeTank := function (TankSpawner: TankSpawnerDevice): void => # 'TankSpawner.Spawn()' is the command to create the tank. # It takes no arguments here, so it uses default settings. TankSpawner.Spawn() # This is an 'Event Handler'. An event is something that happens in the game, # like a player stepping on a trigger or pressing a button. # 'OnActivated' is the event that fires when a device is activated. OnActivated := function (Source: Device, Target: Device): void => # We check if the 'Source' (the thing being pressed) is our button. # If it is, we call our Spawn function. # Note: In a real complex system, you'd pass the specific spawner instance. # For this simple demo, we assume one spawner per button. SpawnRevengeTank(Source.GetParent()) # This line connects our Event Handler to the actual Device in the editor. # It tells Verse: "When this button is activated, run OnActivated." # This is called 'Binding'. bind OnActivated to GetRevengeButton.OnActivated