Respawn on Player Spawnerafter timer completes

Is it possible to make it so that when a player dies, a timer starts and only after that timer finishes, the player respawns at a Player Spawner Device?

I don’t want to use the Respawn() function because it’s completely broken right now.

Has anyone found a reliable workaround for this?

Unfortunately the .Respawn is the only way to respawn a player, you could try to workaround it using some hacky workarounds like making your own spectate system having them respawn above the map watching from the sky and then teleporting them back inside when you want them to “respawn”

Aside from workarounds like there’s no other way to bring a player back from the actual spectating mode other than the official .Respawn() API’s

A bit unsure about the K.O/downed device and player events. but if one were able to register some event around that, if set up with a verse device, 2 timers and method on/near death.

if able to teleport that player away, bit like a spectating mode/room, perhaps buttons to spawn at enabled spawners, if possible or other teleports and some way to heal/recover the player.

if setting a different team on the player or players, to help in some way? also if there was a way to use the checkpoint spawners?

as in one way, to fake a death, but unsure if that is possible with current options around the player.

Yes using verse you can listen for the fort_character Damaged event and you can calculate when the damage received would be fatal to the player. If on the same tick you heal the player the player Elimination will be prevented and you can tp the player to the spectate room or whatever, keep in mind this will PREVENT the player getting eliminated which means no Kill Credit will be given to the person who was about to Eliminate that player (You can of course make your own elimination stat and increment it yourself)