# Full version of OnPlayerSpawned that also hooks up damage listening
OnPlayerSpawned(SpawnedAgent : agent) : void =
if (Character := SpawnedAgent.GetFortCharacter[]):
# Hide the character right away
Character.Hide()
# Watch for damage on this character in a background task
spawn { WatchForDamage(SpawnedAgent, Character) }
# Runs forever for one character; restarts the flicker on each hit
WatchForDamage(Victim : agent, Character : fort_character)<suspends> : void =
loop:
# DamagedEvent fires each time this character takes damage
Character.DamagedEvent().Await()
# Run the flicker; when it finishes the loop waits for the next hit
DoFlicker(Victim, Character)
Verse Library
verse
07 Fragment
Hides players on spawn and triggers a visibility flicker effect whenever the character takes damage.
verse-library/triad-infiltration-making-players-invisible-in-verse/07-fragment.verse