I am making a free for all timed / round based game mode.
Last one standing wins. If the winner also happened to find the keycard and unlock the vault, they gain access to the vault after the round ends / during the 10 second timer at the start of the next round.
At the start of the round, there is a 10 second timer for people to get loot. Once the timer is up, each player spawner is tied to a player reference which is tied to a teleporter in the battle area, which they teleport to at the end of the 10 seconds.
I have 6 max players, and 8 max teleporters.
The vault winner is the last player to teleport in, to any of the remaining unused teleporters is the goal, via a RNG system with triggers tied to teleporters.
I have it to where when a teleporter is used, it gets disabled by itself via a trigger + it disables the relevant trigger in the RNG system (well, it should do these things). But, when the RNG selects a trigger / teleporter and teleports the vault winner, they sometimes get put where a player was already just teleported to. As in, the teleporter wasnt disabled when the initial player teleported to it.
How do I make it to where the teleporter is 100% disabled for use after a single person is teleported into it?