if (EnteredPlayer : player = player[TheAgent]):
HideHUD(EnteredPlayer)
# The function that actually hides the UI
HideHUD(TargetPlayer : player) : void =
# Hide multiple HUD elements for the specific player using the real API.
# fort_hud_controller.HideElementsForPlayer takes a player and an array of hud_element_identifier.
# We get the fort_hud_controller from the playspace.
HideHUD
methodHideHUD<public>(): void
Hides the floating HUD Icons from players, if these have been configured by the device.
- Module
- /Fortnite.com/Devices
- Declared in
- ball_spawner_device
- Source
- fortnite
Used in
GamePlay / Cinematic Controller Device
verse-source
# Add a player name display option, this will update a billboard with the player's name during the cinematic
@editable
PlayerNameDisplay : ?playername_device = false
@editable
HideHUD: logic = true
@editable
FreezePlayer: logic = true
@editable
MakePlayerInvulnerable: logic = true
@editable
MakePlayerInvisible: logic = true
@editable
ShowPlayerName: logic = false
# Optional trigger that will be activated when sequence completes
@editable
OnEndTriggered : ?trigger_device = false
# List of HUD elements to hide during cinematics
var HUDElementsToHide : []hud_element_identifier = array{
creative_hud_identifier_all{},
player_hud_identifier_all{},
creative_hud_identifier_build_menu{},
creative_hud_identifier_player_inventory{},
creative_hud_identifier_health{},
creative_hud_identifier_shields{}
}
# Stored reference to playspace for HUD control
var MyPlayspace : ?fort_playspace = false
# Runs when the device is started in the experience
OnBegin<override>()<suspends>:void =
JoustingGame / Jousting Seat
verse-source
HideHUD: logic = true
# List of HUD elements to hide during cinematics
var HUDElementsToHide : []hud_element_identifier = array{
creative_hud_identifier_all{},
player_hud_identifier_all{},
creative_hud_identifier_build_menu{},
MiniGameSystem / Soccer Minigame Device
verse-source
EndGame():void=
set IsGameActive = false
DetermineWinner()
BallSpawner.HideHUD()
Logger.Print("Soccer Minigame Ended")
EndMinigameEvent.Signal()
# Determine the winner
DetermineWinner():void=
var WinningTeam : string = "Tie"