# Source URL: https://dev.epicgames.com/documentation/en-us/uefn/triad-infiltration-4-granting-weapons-on-player-spawn-in-verse
# Local doc: epic-docs/documentation/en-us/uefn/triad-infiltration-4-granting-weapons-on-player-spawn-in-verse.md
# Section: Granting Weapons When Players Spawn
OnBegin<override>()<suspends>:void =
# Get all the Teams
set Teams = GetPlayspace().GetTeamCollection().GetTeams()
# Save the teams to later reference them
set InfiltratorsOpt = option{Teams[0]}
set AttackersOpt = option{Teams[1]}
set DefendersOpt = option{Teams[2]}
if:
Infiltrators := InfiltratorsOpt?
Attackers := AttackersOpt?
Defenders := DefendersOpt?
Logger.Print("Found all three teams")
set TeamsAndTotals[Infiltrators] = MaximumInfiltrators
set TeamsAndTotals[Attackers] = MaximumAttackers
set TeamsAndTotals[Defenders] = MaximumDefenders
Logger.Print("Set all three teams in TeamsAndTotals")
then:
#Subscribe to PlayerAddedEvent to allow team rebalancing when a new player joins the game
for(PlayerSpawner:PlayersSpawners):
PlayerSpawner.SpawnedEvent.Subscribe(OnPlayerSpawn)
BalanceTeams()
TeleportPlayersToStartLocations()
else:
Logger.Print("Couldn't find all teams, make sure to assign the correct teams in your island settings.")
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04 Granting Weapons When Players Spawn
Sets up teams and player limits at game start, then subscribes to spawn events for team balancing.
extracted-snippets/documentation/en-us/uefn/triad-infiltration-4-granting-weapons-on-player-spawn-in-verse/04-granting-weapons-when-players-spawn.verse