Is that what they are using? It seemed like they had raised that as a concern so that’s why I had mentioned it
yes im using custom rounds but when all 16 custom rounds are over (Meaning there is winner team to the game) only then the UEFN buit-in round is over.
So 1 UEFN buit-in round = 16 custom rounds
.
if i understand correctly i need to listen to the PlayerAddedEvent
and run this function once for each UEFN buit-in round ?
OnPlayerAddedEvent(PlayerAdded:player) : void =
spawn:
JoiningPlayerEliminatedEvent(PlayerAdded)
JoiningPlayerEliminatedEvent(JoinedPlayer:agent)<suspends>:void=
race:
Sleep(60.0) # Max time before giving up
loop:
Sleep(0.0)
if (FortCharacter := JoinedPlayer.GetFortCharacter[]):
FortCharacter.EliminatedEvent().Subscribe(PlayerEliminated)
break # Will exit the loop, then complete the race, and exit the function
Like this ?
And i have some questions about the PlayerAddedEvent
. I want to understand it better. sorry if these questions dumb
who are the players that count as a PlayerAddedEvent
? only the ones that joins after the UEFN buit-in round begin ? or after the whole Game begin ? also when are they stop being refernced as PlayerAddedEvent
? when the next UEFN round begin ? or…?
Appreciate the help guys
PlayerAdded signals whenever someone joins while the round is already started, to get the players that are there on round start you have to do GetPlayspace().GetPlayers()
.