v1.0 Hide Vehicle Component
Just make sure you have a team settings device in the world, compile your verse and then add your tags to your vehicle spawners and away you go. You could also use the code to add a custom vehicle mesh to the fort_character in the 'On Enter Vehicle' function
using { /Verse.org }
using { /Verse.org/Native }
using { /Verse.org/SceneGraph }
using { /Verse.org/Simulation }
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation/Tags }
using { /Fortnite.com/Game }
using { /Fortnite.com/Characters }
using { /Fortnite.com/Vehicles }
vehicles := class(tag){}
hide_vehicle_component<public> := class<final_super>(component):
RoundStart : event() = event(){}
@editable Team : team_settings_and_inventory_device = team_settings_and_inventory_device{}
var VehicleMap : [agent]fort_vehicle = map{}
StartRound():void=
RoundStart.Signal()
OnEnterVehicle(Agent:agent):void=
if:
Vehicle:=Agent.GetFortCharacter[].GetVehicle[]
set VehicleMap[Agent] = Vehicle
then:
set Vehicle.Show = false
OnExitVehicle(Agent:agent):void=
if:
Vehicle:=VehicleMap[Agent]
then:
set Vehicle.Show = true
var NewVehicleMap : [agent]fort_vehicle = map{}
for (Key -> Value : VehicleMap):
if (Key <> Agent, set NewVehicleMap[Key] = Value):
set VehicleMap = NewVehicleMap
OnSimulate<override>()<suspends>:void =
if(Rounder := Entity.GetFortRoundManager[]):
Rounder.SubscribeRoundStarted(StartRound)
RoundStart.Await()
Sleep(0.1)
TaggedObjects := Team.FindCreativeObjectsWithTag(vehicles)
for (TaggedObject:TaggedObjects, Spawner:= vehicle_spawner_device[TaggedObject]):
Spawner.AgentEntersVehicleEvent.Subscribe(OnEnterVehicle)
Spawner.AgentExitsVehicleEvent.Subscribe(OnExitVehicle)