View this video https://youtu.be/WrRTwPmpgrc. Using the Respawn function on an agent in a team based mode messes up DBNO, and also as I have heard from 2 other creators, name tags (name tags will no longer be visible to team)
Steps to Reproduce
Watch the video and create a similar setup.
Expected Result
DBNO functions correctly
Observed Result
DBNO does not work corretly after using Agent.Respawn
Thank you for your reply! I really like your maps, by the way! Sooo, I tried some things with the ClassSelector, and could you tell me if you use it? Is it active or spectating to know if a player is spectating? And do I need to respawn the agent with .Respawn before changing the class with Respawn on Switch?
I had attempted something similar to this before, but people were getting randomly killed (ignored by DBNO I guess?) or stuck in the ground after death/spectating
You just use player.Respawn, then call an editable class selector, then immediately .Respawn them? Or are you awaiting a death volume/dmg pickup?
I believe the Respawn function on its own still breaks DBNO. As a workaround I respawn players twice. First the Respawn function and after a 0.1s delay respawn them again using a class selector device with Option:Respawn player on switch class
This is not fixed at all. Still needs work. I can confirm that using code to respawn a player causes issues like not being able to spectate others and in some cases the nameplate goes missing. Respawning with verse also doesnât respect rotation.
Donât mean to interrupt much I got a notification that my thread was linked just wanted to mention that the bug FORT-751551 according to the bot is on To-Do so itâs probably being looked into.