I’m trying to play a Sequence on the closest Player, but I can only play it on everyone. Here’s my code
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /Fortnite.com/Characters }
flash := class(creative_device):
@editable
CloudProp : creative_prop = creative_prop{}
@editable
CinematicSequenceDevice : cinematic_sequence_device = cinematic_sequence_device{}
@editable
SignalRemoteLegend : signal_remote_manager_device = signal_remote_manager_device{}
HandlePrimaryButton ( P : agent)<suspends>:void=
loop:
if (F := P.GetFortCharacter []):
PlayerPositiont : vector3 = F.GetTransform().Translation
if(PlayerList := GetPlayspace().GetPlayers(), FortniteCharacter := PlayerList[0].GetFortCharacter[]):
PlayerPosition : vector3 = FortniteCharacter.GetTransform().Translation
if(PlayerList1 := GetPlayspace().GetPlayers(), FortniteCharacter1 := PlayerList[1].GetFortCharacter[]):
PlayerPosition1 : vector3 = FortniteCharacter1.GetTransform().Translation
if(PlayerList2 := GetPlayspace().GetPlayers(), FortniteCharacter2 := PlayerList[3].GetFortCharacter[]):
PlayerPosition2 : vector3 = FortniteCharacter1.GetTransform().Translation
if(PlayerList3 := GetPlayspace().GetPlayers(), FortniteCharacter3 := PlayerList[4].GetFortCharacter[]):
PlayerPosition3 : vector3 = FortniteCharacter1.GetTransform().Translation
if(PlayerList4 := GetPlayspace().GetPlayers(), FortniteCharacter4 := PlayerList[5].GetFortCharacter[]):
PlayerPosition4 : vector3 = FortniteCharacter1.GetTransform().Translation
if(PlayerList5 := GetPlayspace().GetPlayers(), FortniteCharacter5 := PlayerList[6].GetFortCharacter[]):
PlayerPosition5 : vector3 = FortniteCharacter1.GetTransform().Translation
if(PlayerList6 := GetPlayspace().GetPlayers(), FortniteCharacter6 := PlayerList[7].GetFortCharacter[]):
PlayerPosition6 : vector3 = FortniteCharacter1.GetTransform().Translation
if(PlayerList7 := GetPlayspace().GetPlayers(), FortniteCharacter7 := PlayerList[8].GetFortCharacter[]):
PlayerPosition7 : vector3 = FortniteCharacter1.GetTransform().Translation
if(PlayerList8 := GetPlayspace().GetPlayers(), FortniteCharacter8 := PlayerList[9].GetFortCharacter[]):
PlayerPosition8 : vector3 = FortniteCharacter1.GetTransform().Translation
if(PlayerList9 := GetPlayspace().GetPlayers(), FortniteCharacter9 := PlayerList[10].GetFortCharacter[]):
PlayerPosition9 : vector3 = FortniteCharacter1.GetTransform().Translation
var Distance1 : float = Distance(PlayerPositiont, PlayerPosition)
var Distance2 : float = Distance(PlayerPositiont, PlayerPosition1)
var Distance3 : float = Distance(PlayerPositiont, PlayerPosition2)
var Distance4 : float = Distance(PlayerPositiont, PlayerPosition3)
var Distance5 : float = Distance(PlayerPositiont, PlayerPosition4)
var Distance6 : float = Distance(PlayerPositiont, PlayerPosition5)
var Distance7 : float = Distance(PlayerPositiont, PlayerPosition6)
var Distance8 : float = Distance(PlayerPositiont, PlayerPosition7)
var Distance9 : float = Distance(PlayerPositiont, PlayerPosition8)
var Distance10 : float = Distance(PlayerPositiont, PlayerPosition9)
vector5 := vector3 {X:= 0.0, Y:= 0.0, Z:= 350.0}
if (Distance1 < Distance2 and Distance1 < Distance3 and Distance1 < Distance4 and Distance1 < Distance5 and
Distance1 < Distance6 and Distance1 < Distance7 and Distance1 < Distance8 and Distance1 < Distance9 and
Distance1 < Distance10):
CinematicSequenceDevice.Play()
else:
break
if (Distance2 < Distance1 and Distance2 < Distance3 and Distance2 < Distance4 and Distance2 < Distance5 and
Distance2 < Distance6 and Distance2 < Distance7 and Distance2 < Distance8 and Distance2 < Distance9 and
Distance2 < Distance10):
CinematicSequenceDevice.Play()
else:
break
if (Distance3 < Distance1 and Distance3 < Distance2 and Distance3 < Distance4 and Distance3 < Distance5 and
Distance3 < Distance6 and Distance3 < Distance7 and Distance3 < Distance8 and Distance3 < Distance9 and
Distance3 < Distance10):
CinematicSequenceDevice.Play()
else:
break
if (Distance4 < Distance1 and Distance4 < Distance2 and Distance4 < Distance3 and Distance4 < Distance5 and
Distance4 < Distance6 and Distance4 < Distance7 and Distance4 < Distance8 and Distance4 < Distance9 and
Distance4 < Distance10):
CinematicSequenceDevice.Play()
else:
break
if (Distance5 < Distance1 and Distance5 < Distance2 and Distance5 < Distance3 and Distance5 < Distance4 and
Distance5 < Distance6 and Distance5 < Distance7 and Distance5 < Distance8 and Distance5 < Distance9 and
Distance5 < Distance10):
CinematicSequenceDevice.Play()
else:
break
if (Distance6 < Distance1 and Distance6 < Distance2 and Distance6 < Distance4 and Distance6 < Distance5 and
Distance6 < Distance3 and Distance6 < Distance7 and Distance6 < Distance8 and Distance6 < Distance9 and
Distance6 < Distance10):
CinematicSequenceDevice.Play()
else:
break
if (Distance7 < Distance1 and Distance7 < Distance2 and Distance7 < Distance4 and Distance7 < Distance5 and
Distance7 < Distance6 and Distance7 < Distance3 and Distance7 < Distance8 and Distance7 < Distance9 and
Distance7 < Distance10):
CinematicSequenceDevice.Play()
else:
break
if (Distance8 < Distance1 and Distance8 < Distance2 and Distance8 < Distance4 and Distance8 < Distance5 and
Distance8 < Distance6 and Distance8 < Distance7 and Distance8 < Distance3 and Distance8 < Distance9 and
Distance8 < Distance10):
CinematicSequenceDevice.Play()
else:
break
if (Distance9 < Distance1 and Distance9 < Distance2 and Distance9 < Distance4 and Distance9 < Distance5 and
Distance9 < Distance6 and Distance9 < Distance7 and Distance9 < Distance8 and Distance9 < Distance3 and
Distance9 < Distance10):
CinematicSequenceDevice.Play()
else:
break
if (Distance10 < Distance1 and Distance10 < Distance2 and Distance10 < Distance4 and Distance10 < Distance5 and
Distance10 < Distance6 and Distance10 < Distance7 and Distance10 < Distance8 and Distance10 < Distance9 and
Distance10 < Distance3):
CinematicSequenceDevice.Play()
else:
break
else:
break
else:
break
else:
break
else:
break
else:
break
else:
break
else:
break
else:
break
else:
break
else:
break
else:
break
Call(Agent:agent):void=
if:
FortCharacter := Agent.GetFortCharacter[]
spawn{HandlePrimaryButton(Agent)}
OnBegin<override> ()<suspends>:void=
SignalRemoteLegend.PrimarySignalEvent.Subscribe(Call)