This may sound simple but for some reason nothing is working…
I have my own custom round system which respawns all players when one team have died, this works fine but I want to make it so players have specific class properties in between rounds so they can’t shoot, eliminate each other, etc…
For some reason, it seems that when using the player.respawn() function within verse breaks the classes? They get respawned but no matter what, I cant get them to switch to the class like everyone else.
It is only the players who were eliminated before being respawned who don’t switch, the players who were alive before the respawn are able to switch classes fine which is weird since they both use the same respawn function…
I have on enter mutator zone to switch class, doesn’t work.
I have tried using verse and looping through all players and changing their class, doesn’t work.
I have tried setting the default class and resetting to default class on eliminated, doesn’t work.
if anyone knows some better way to change automatically change classes I would love to know about it because once I’ve sorted this, my map will be in a playable - and there fore testable - state (finally)
Respawning Players who are eliminated and spectating using verse has many bugs, I’d definitely not recommend doing that. From what I understood they’re considered kinda like “ghost” players to the code.
For example if you have 2 players and one of them dies they will not get knocked down because the game thinks all players are dead. One sneaky workaround you could try is maybe setting a way for the player to have 2 spawn limits and then when you respawn them via verse Kill them so they respawn normally. Sometimes it fixes it
that would only work once though right? then it would go back to them having no more spawns left. or does respawning the player in verse reset the amount of spawns they have?
What if you changed their team to one that has spawn limit 2 then eliminating them once. Afaik when you change classes the spawn limit resets to whatever you have set it as so I assume it would have a similar effect for when swapping teams
That would then run into the same issue as I wont be able to set their team because they are a “ghost player”.
I have an idea, would like to know your thoughts:
I make the players not have a spawn limit but make it so they only spawn if there are available spawn pads. At the start of the “round”, the spawn pads are disabled which makes them unable to respawn and then at the end of the “round” the spawn pads are enabled so theoretically they should be able to respawn.
I’m running into an issue where the players don’t actually respawn though…
I have tried using the “spawn player” function within the Player Spawner device, and I’ve also tried the “respawn at player spawner” function within the Team Settings & Inventory device.
Both of these don’t respawn the player but I noticed it does remove the spectating symbol from the bottom left of the screen which makes me assume that the game thinks they have respawned although they haven’t which is weird?
Ok so I have put both the things together. I have done my idea of making it so they only spawn on available spawn pads and I have also made it so after i do the ‘FortCharacter.Respawn’ they then are eliminated when spawned in.
It looks sort of ugly because they spawn die spawn but i can fix that by just hiding it with the scoreboard i made.
Thank you for the idea of eliminating them after they get respawned, i think it has fixed my issue