# Source URL: https://dev.epicgames.com/documentation/en-us/uefn/triad-infiltration-6-blinking-player-visibility-on-damage-in-verse
# Local doc: epic-docs/documentation/en-us/uefn/triad-infiltration-6-blinking-player-visibility-on-damage-in-verse.md
# Section: Spawning Functions for Characters on Game Start
StartInvisibilityManager<public>(AllTeams:[]team, AllPlayers:[]player, Infiltrators:team):void=
Logger.Print("Invisibility script started!")
set Teams = GetPlayspace().GetTeamCollection().GetTeams()
for(PlayerSpawner:PlayersSpawners):
PlayerSpawner.SpawnedEvent.Subscribe(OnPlayerSpawn)
# For each player, if they spawned on the infiltrator team, spawn an OnInfiltratorDamaged function for that
# player. Then make their character invisible.
for(TeamPlayer : AllPlayers):
if:
FortCharacter:fort_character = TeamPlayer.GetFortCharacter[]
CurrentTeam := GetPlayspace().GetTeamCollection().GetTeam[TeamPlayer]
Logger.Print("Got this player's current team")
Teams[0] = CurrentTeam
set PlayerVisibilitySeconds[TeamPlayer] = 0.0
Logger.Print("Added player to PlayerVisibilitySeconds")
then:
spawn{OnInfiltratorDamaged(TeamPlayer)}
Logger.Print("Player spawned as an infiltrator, making them invisible")
FortCharacter.Hide()
else:
Logger.Print("This player isn't an infiltrator")
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Verse Library
verse
16 Spawning Functions For Characters On Game Start
Sets up player spawning events, initializes timers, and hides infiltrator agents.
extracted-snippets/documentation/en-us/uefn/triad-infiltration-6-blinking-player-visibility-on-damage-in-verse/16-spawning-functions-for-characters-on-game-start.verse