Ok, so you’ll definately want to be using Class Designers for each minigame, the versatility of loadout, player based settings and the ability to only spawn on Class specified pads. Which allows respawning when needed in the relevent minigame area.
The best way I feel in a minigame setting to change class is by using Player Reference Devices, the voting system result enables the desired class selector and disables all the others,
then an event, like a post vote timer, activates all the player references,
all the class selectors use the change player to class function, from the player refs on activated event, but only the enabled class selector counts.
Im still a bit hmmmm on the random buttons, getting the random buttons is less of an issue than managing which ones have been chosen and removing them from the random choice, unless your happy to repeat the same minigame if chosen.
Having all 9 modes available to choose from, using a time based, players fighting over “last button standing” is easiest method, each button enables one class selector and teleporter set and disables all others. Near the end of the round can also Hide the Button for that minigame removing it from the choices.
My logic here is a bit foggy… I was thinking maybe enabling/disabling sets via the amount of possible combinations of 3 out of 9, but that is 84 different results, a lot of work with the random generator in the Verse Snippets.
Then thinking to get 3 different results in a sequence, the first random button is straight forward, 9 choices, the next random button is 8 choices, but each of the 9 choices requires reference to a different 8, and then each 8 has a different set of 7, holy … thats 504 random generators.
I’m probably overthinking it or missing something, but at the moment I think creating verse code to deal with this the best option, but 84 triggers from the RNG in Snippets is feasible…