can any help me make these two verse code work together, its a spectator verse where you can respawn and the other is a delay respawn verse. but in the spectator verse the player will not being able to spectate the other players becouse of the delay verse, so can you help so that a player can spectate other and not just respawn. and so that you Can only interact with the spectator button if there is 2 players in the game (if its possible)
SPECTATE BUTTON with RESPAWN
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Fortnite.com/Characters }
using { /UnrealEngine.com/Temporary/UI }
using { /Fortnite.com/UI }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Fortnite.com/FortPlayerUtilities }
PlayerUIClass := class():
RespawnClass : class_and_team_selector_device
RespawnText<localizes> : message = "Respawn"
ButtonRespawn : button_loud = button_loud{}
var MyCanvas : canvas = canvas{}
OnRespawnClicked(WidgetPlayer:widget_message):void=
if(Player:= WidgetPlayer.Player, PlayerUI:= GetPlayerUI[Player]):
PlayerUI.RemoveWidget(MyCanvas)
RespawnClass.ChangeClass(Player)
Player.Respawn(vector3{X:=1.0,Y:=1.0,Z:=1.0}, IdentityRotation())
Init() : canvas =
ButtonRespawn.SetText(RespawnText)
ButtonRespawn.OnClick().Subscribe(OnRespawnClicked)
MainCanvas : canvas = canvas:
Slots := array:
canvas_slot:
Anchors := anchors{Minimum := vector2{X := 0.5, Y := 0.2}, Maximum := vector2{X := 0.5, Y := 0.2}}
Offsets := margin{Top := 0.0, Left := 0.0, Right := 0.0, Bottom := 0.0}
Alignment := vector2{X := 0.5, Y := 0.5}
SizeToContent := true
Widget := ButtonRespawn
return MainCanvas
AddUI(Agent : agent) : void=
if(Player := player[Agent], PlayerUI := GetPlayerUI[Player]):
set MyCanvas = Init()
PlayerUI.AddWidget(MyCanvas , player_ui_slot{InputMode := ui_input_mode.All})
Instanr Respawn with Delay trigger
@editable SpectateButton:button_device = button_device{}
@editable SpectatorClass:class_and_team_selector_device = class_and_team_selector_device{}
@editable RespawnClass:class_and_team_selector_device = class_and_team_selector_device{}
# Runs when the device is started in a running game
OnBegin<override>()<suspends>:void=
SpectateButton.InteractedWithEvent.Subscribe(GoToSpectator)
GoToSpectator(Agent:agent):void=
if(Player:= player[Agent], PlayerUI:=GetPlayerUI[Player]):
if(FortChar := Player.GetFortCharacter[]):
SpectatorClass.ChangeClass(Agent)
FortChar.Damage(300.0)
EachPlayerUIClass: PlayerUIClass = PlayerUIClass{RespawnClass:=RespawnClass}
EachPlayerUIClass.AddUI(Agent)
discord.gg/uefndream
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using {/Fortnite.com/Teams}
using {/Verse.org/Simulation}
using {/Fortnite.com/Characters}
using {/Verse.org/Random}
using {/Fortnite.com/Game}
using {/Fortnite.com/FortPlayerUtilities}
using {/UnrealEngine.com/Temporary/SpatialMath}
InstantRespawn := class(creative_device):
respawnposition: vector3=vector3{X:= 250.00, Y:= 0.01, Z:= 161.9}
@editable
var RespawnTime : float = 0.1
@editable
FastRespawnTrigger : trigger_device = trigger_device{}
@editable
SlowRespawnTrigger : trigger_device = trigger_device{}
@editable
ElimMachine : elimination_manager_device = elimination_manager_device{}
@editable
TeleporterTeam1 : teleporter_device = teleporter_device{}
@editable
TeleporterTeam2 : teleporter_device = teleporter_device{}
NowRespawn(Agent: agent)<suspends>:void=
Sleep(RespawnTime)
Agent.Respawn(respawnposition, rotation{})
TeleporterTeam1.Teleport(Agent)
TeleporterTeam2.Teleport(Agent)
SelfEliminated(Agent:agent):void=
spawn{NowRespawn(Agent)}
OnFastRespawnTriggered(Agent:?agent):void=
set RespawnTime = 0.1
OnSlowRespawnTriggered(Agent:?agent):void=
set RespawnTime = 1.5
OnBegin<override>()<suspends>:void=
ElimMachine.EliminatedEvent.Subscribe(SelfEliminated)
FastRespawnTrigger.TriggeredEvent.Subscribe(OnFastRespawnTriggered)
SlowRespawnTrigger.TriggeredEvent.Subscribe(OnSlowRespawnTriggered)