Player

Players, characters, teams, classes and loadouts.

133 pages 25 subcategories

Pick a subcategory in Player, or browse all 133 pages.

Player Management

22
  • Check Player Look Direction
  • First Player Retrieval Function
  • Get Active Player Utility Function
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Teams & Classes

19
  • Asymmetric Team Balancer
  • Asymmetric Team Balancer
  • Automatic Team Balancing Initialization
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Classes & Interfaces

12
  • Basic Verse Class Structure
  • Class Field Definitions
  • Class Methods and Function Calls
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Devices

11
  • Automated Player Item Granting Device
  • Device Initialization and Loop
  • Device Initialization And Setup
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Events

9
  • Elimination Score Update Handler
  • Player Damage Flicker Handler
  • Player Join Event Subscriber
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Persistence

7
  • Persistable Player Data Structure
  • Persistable Player Profile Class
  • Persistable Player Statistics Class
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Triggers & Logic

7
  • Invisible Player Damage Trigger
  • Player Visibility Flicker Logic
  • Primary Narrative Branch Trigger
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Arrays & Maps

6
  • Generic Queue Implementation
  • Graph Data Structures
  • Player Score Initialization
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Functions

4
  • Delayed Timer Execution
  • Get Player Stats Function
  • Invisibility Flicker Timer Function
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Game Modes

4
  • Race Sequence Device Class
  • Team Elimination Game Class
  • Team Elimination Game Initialization
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Items & Inventory

4
  • Change Player Pickaxe Rarity
  • Custom Loadout Creator
  • Hide Player When Holding A Specific Item
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Round Flow

4
  • Custom Round Tracking Logic
  • Parkour Victory Sequence And Cleanup
  • Race Sequence And Position Classes
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Debugging

3
  • Custom Debug Log Channel
  • Diagnostics Using the Log Class
  • Project-Wide Logger
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Getting Started

3
  • Check Player Shield Threshold
  • Interactable Shield Vending Device
  • Item Granter Potion Workflow Guide
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Modules & Structure

3
  • Module Visibility And Access Control
  • Organizing Code Into Modules
  • Required Library Imports
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Concurrency

2
  • Character Tracking Loop
  • Player Following Indicator Loop
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Control Flow

2
  • Flickering State Condition
  • Vector Alignment Logic
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Scoring & Objectives

2
  • Player Score Increment Function
  • Score Adjustment And Combo Logic
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Spawning

2
  • NPC Character Spawner
  • Player Spawn Invisibility Handler
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Structs & Enums

2
  • Hero Class Data Structure
  • Hero Data Struct
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Physics

1
  • Track Linear and Angular Player Velocity
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Props & Meshes

1
  • Smooth Prop Movement Logic
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UI & HUD

1
  • Objective Feedback And Inventory Management
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Variables & Mutability

1
  • Player Score Map Declaration
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Weapons

1
  • Tiered Weapon Granting Function
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