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DBNO Revive Infect Device

Module — 2 files
These files compile together (same module folder).
DBNO_Revive_Infect_Device.verse
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Verse.org/Simulation/Tags }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Playspaces }
using { /Verse.org/Simulation }
using { /Fortnite.com/Devices }
using { /Fortnite.com/Game }
using { /Verse.org/Verse }

# Code developed by Dragon (dragonstudio.pro)
# View my FNC Maps: http://fortnite.com/@blze.dragon 

# This code was created with assistance of FortniteCreativeGPT - ( www.fortnitecreativegpt.com )
# View FNC+GPT code structure creation : https://chat.openai.com/share/929e3ed6-8160-41af-b713-058b8e780601
# I was able to improve upon the structure provided by FNC+GPT and fully develop the code. 

# Learn more about FortniteCreative+GPT and stay up to date on the latest news! 
# FortniteCreative+GPT Discord: https://discord.gg/kwb3szRu3u


# Get help in all your creative needs from Unreal Engine to UEFN at The Creative Blok Discord! 
# https://discord.com/invite/P5JU6gzUFV 

# Devices Needed 
# (1) Class Selector (For Hunter/Infector Class)
# (1) Class Designer (For Hunter/Infector Class)
# (1) Elimination Manager 
# (1) Down but not Out Device 
# (1) Teleporter 
# (16) Player Spawn Pads (8 players max per team)
# (1) Team Setting and Inventory Device

 
DBNO_Revive_Infect_Device := class(creative_device):
    @editable
    DownButNotOutDevice: down_but_not_out_device = down_but_not_out_device{}

    @editable
    ClassSelectorDevice: class_and_team_selector_device = class_and_team_selector_device{}

    @editable
    EliminationManager: elimination_manager_device = elimination_manager_device{}tab

    #This is optional - This will teleport the infected player to a new area before they revive and are switched.
    @editable
    InfectorTeleport: teleporter_device = teleporter_device{}

    OnBegin<override>()<suspends>:void=
        Print ("I am active")
        DownButNotOutDevice.Enable
        Print ("DBNO Active")
        EliminationManager.Enable
        Print ("Elim Manager Active")

        # Subscribe to the elimination event to handle any specific actions upon player elimination
        EliminationManager.EliminatedEvent.Subscribe(OnPlayerEliminated)
        
        # Subscribe to the player revived event to switch the player to the opponent's team
        DownButNotOutDevice.AgentDownedEvent.Subscribe(Teleport)
        
    # Optional: Implement actions upon player elimination, if needed
    OnPlayerEliminated(Agent:agent):void=
        if(Fort := Agent.GetFortCharacter[]):
            InfectorTeleport.Teleport(Agent)
            DownButNotOutDevice.Down
            Print("Player eliminated. Awaiting revival to switch teams...")

    # This function is called when a player is revived. It then switches the player to the opponent's team.
    Teleport(Agent:agent):void=
        InfectorTeleport.Teleport(Agent)
        DownButNotOutDevice.Revive(Agent)
        # This action will switch the revived player to the specified class (and team).
        ClassSelectorDevice.ChangeTeamAndClass(Agent)
        Print(" Player revived and switched to infected team ")
file_2.verse
# ------ DEVICES NEEDED --------

# (1) Class Selector (For Hunter/Infector Class)
# (1) Class Designer (For Hunter/Infector Class)
# (1) Elimination Manager 
# (1) Down but not Out Device 
# (1) Teleporter 
# (16) Player Spawn Pads (8 players max per team)
# (1) Team Setting and Inventory Device


# ------  ISLAND SETTINGS --------

Max Players : 16
Teams : Teams Index: 2
Team Size: Split Evenly
Down but not Out : Improved 
Squad Multi-Interaction: On 
Default Class Identifier : No Class

# ------  CLASS SELECTOR  --------

Class Slot: 2
Team to Switch to: 1
Activating Team: Any 
Restore Health and Shields on Switch : True 
Enabled During Phase: All


# ------  CLASS DESIGNER  --------

Class Name : "Set your class name"
Class Identifier: Class Slot: 2
Item List: "Add an item that you would like this team/class to have" 


# ------ TEAM SETTING AND INVENTORY DEVICE   --------

Team Name: " Set your team name " 
Team:  Team Index : 1 
Default Class Identifier : Class Slot: 2

# ------ DOWN BUT NOT OUT DEVICE   --------

DBNO Enabled: Do not Override
Use Default Tenacity Depletion Rate : True 
Enabled During Phase: All 
Allow Revives : True 
Time to Revive : 3.0
Revive Progress Decay : Battle Royale 
Selected Class : Any
Invert Class Selection: True 
Selected Team: Any 
Invert Team Selection: True 

# ------ ELIMINATION MANAGER DEVICE  --------

Selected Team: Any
Selected Class: Any 
Enabled at Game Start: True


# ------ TELEPORTER DEVICE  --------

Teleporter Group : None 
Teleporter Target Group : None 
Teleporter Rift Visible : True  (This is optional)
Enabled During Phase: All 
Selected Team: All
Selected Class: Any 
Conserve Momentum: True 
Face Player in Teleporter Direction: True 

# ------ PLAYER SPAWN PADS DEVICE  --------

You will need 8  : set for Team 1 
And another 8 : set for Team 2 
Total of up to 16 players. 

Use as Island Start: On 
Visible in Game: False 
Enabled During Phase : Always


# ------ RECOMMENDATIONS  --------

Adding a timer as a buffer prior to revival will help
with the affect. Give it a try by adding one via event binding or by updating the code. 

Adding a pregame with a timer before players are switched to teams would add to 
this game structure and give you a chance to create a game start screen. 

This code does not contain game win/end conditions, be sure to set it up as you desire!
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Copy-paste each file above is always free.

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    Epic Games Community
    @2

    Created by a member of the Epic Games community. Rights remain with the original author, under Epic's community content terms. Terms ↗

    View original Sources & licensing
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    Last updated Jun 23, 2026
    Verse module (2 files)
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    Download the full module (zip) from the code panel above.

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