oof I was really close if that was it! unfortunately got a “This function parameter expects a value of type” in which i fixed with SpawnFunction(Agent:?agent):void= but the hide and show is flagged as unknown members even tho I got the string -
# Makes this device invisible.
Hide<public>():void = external {} -
Directly from the Timer device in their digest.
could be a bug?
do you know if theres a .transform.opacity[0] type function? been searching and experimenting with null results
full code again here if anyone see’s this and wants to share ideas
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
GameManager_v2 := class(creative_device):
@editable
CountDownTimer1v1:timer_device = timer_device{}
@editable
TriggerDelay1v1:trigger_device = trigger_device{}
OnBegin<override>()<suspends>:void=
TriggerDelay1v1.TriggeredEvent.Subscribe(SpawnFunction)
SpawnFunction(Agent:?agent):void=
spawn:
OnTriggerDelay1v1() #we need to spawn <suspends> functions
OnTriggerDelay1v1()<suspends>:void=
CountDownTimer1v1.Hide
Sleep(5.0)
CountDownTimer1v1.Show
edit: upon further research and trial and error, it seems as though I was looking at the Timerbutton device in the digest and the actual timer doesn’t have a Hide function…
switched to trying to code a billboard to count down from 3 but billboards update really odd and it is never accurate/
teleporting it below the map might be the play if I can figure that out