Thanks for the response, — ! But I had previously invested some time and tried the same alternatives, which aren't working for me (at least in my case).
First, using "every X seconds" with "for each" will only trigger the event on the first instance of the family (the picture is actually wrong, it's a family), as it is said in this post. The solution I currently use came from this post, which doesn't even use families, but has a similar structure.
Second, using the "every X seconds" will not even work as intended, because then the player would be able to skip cooldown time and shoot twice, which would be way too op for long cooldown weapons. Let me explain:
-Blaster (5 second cooldown)
·Wait 4.9 seconds
·When fire is pressed twice 0 and 0.2 seconds later, it will have skipped 99% of it's cooldown time on the second shot.
Third, this is the exact reason why I was looking for a better solution, but it seems like it is timer or nothing...
But again, thanks a lot for the response!