Give players a lives count: decrement on elimination, respawn while >0, eliminat
Updated
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treat the examples as a starting point and verify in your project.
Give each player lives that count DOWN until zero.
varLives:int=3Character.EliminatedEvent().Subscribe(OnDown)OnDown(Result:elimination_result):void=setLives-=1if(Lives<=0):Print("Eliminated for good")
Takeaway — A var per player + an event = a lives system.
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