Instant Respawn
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using { /Fortnite.com/Characters } using { /Fortnite.com/Devices } using { /Fortnite.com/FortPlayerUtilities } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/SpatialMath } using { /UnrealEngine.com/Temporary/Diagnostics } instant_spawn := class(creative_device): respawnposition: vector3 = vector3{X := 0.0, Y := 0.0, Z := 0.0} # Update to actual respawn coordinates @editable ElimManager: elimination_manager_device = elimination_manager_device{} OnBegin<override>()<suspends>: void = Print("Instant Spawn Script Started") ElimManager.EliminatedEvent.Subscribe(OnEliminated) OnEliminated(Agent: agent): void = spawn: RespawnEvent(Agent) RespawnEvent(Agent: agent)<suspends>: void = Sleep(0.1) Agent.Respawn(respawnposition, rotation{})using { /Fortnite.com/Characters } using { /Fortnite.com/Devices } using { /Fortnite.com/FortPlayerUtilities } using { /Verse.org/Simulation } using { /UnrealEngine.com/Temporary/SpatialMath } using { /UnrealEngine.com/Temporary/Diagnostics } instant_spawn := class(creative_device): respawnposition: vector3 = vector3{X := 0.0, Y := 0.0, Z := 0.0} # Update to actual respawn coordinates @editable ElimManager: elimination_manager_device = elimination_manager_device{} OnBegin<override>()<suspends>: void = Print("Instant Spawn Script Started") ElimManager.EliminatedEvent.Subscribe(OnEliminated) OnEliminated(Agent: agent): void = spawn: RespawnEvent(Agent) RespawnEvent(Agent: agent)<suspends>: void = Sleep(0.1) Agent.Respawn(respawnposition, rotation{})
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