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Blinking Player Visibility On Damage

To achieve the flickering visual effect on the Infiltrators, you're going to repeatedly hide and show each player's character. You want this to occur in a function whenever an Infiltrator gets damaged, but you also need to make sure that the rest of your code keeps running when this function is called. This gets even more complicated in situations where you have multiple Infiltrators. There might be multiple Infiltrators damaged at the same time during a game, so you'll need code that can handle each of them individually.

To achieve this, you're going to make heavy use of the spawn expression. Spawning a function allows you to run it asynchronously, without putting the rest of your code on hold. By spawning a function for each Infiltrator, you can ensure that each Infiltrator's flickering happens independently of the rest.

Follow these steps to learn how to flicker each Infiltrator's character when they receive damage.

Creating the Flicker Loop

  1. Add a new function FlickerCharacter() to the invisibility_manager class definition. This function takes a fort_character and flickers their character in and out of visibility. Add the <suspends> specifier to this function to allow it to run asynchronously. # Flickers an agent's visibility by repeatedly hiding and showing their fort_character FlickerCharacter(InCharacter:fort_character)<suspends>:void= Logger.Print("FlickerCharacter() invoked")
  2. Within FlickerCharacter(), loop Hide() on the InCharacter, Sleep() for a certain amount of time (the FlickerRateSeconds you defined earlier), Show() the character, and sleep again. This will create a flickering effect on the character that allows enemy players to track them but still have some difficulty aiming due to the brief periods of invisibility.

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    Last updated May 12, 2026
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