Trigger spawns?

Discussion in 'Halo and Forge Discussion' started by Blaze, Feb 12, 2015.

  1. Blaze

    Blaze Sustain Designer
    Forge Critic Creative Force Senior Member

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    I was wondering if anyone could help me out with this because I'm sure I'm not the only one messing around with switch based spawn systems.

    Is it possible to toggle spawns off and on with area triggers without blocking them? They don't seem to be despawning for me. I have set them up with blocks on the same settings and the blocks will spawn and despawn when entering the zones however the respawn points get completely ignored by them. Any ideas?

    I would like to have a spawns system of my own on the map to prevent bad spawns and reward players who can learn them and end up predicting spawns better, sort of replicating the guardian 1v1 we all used to play.
     
  2. buddhacrane

    buddhacrane Ancient
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    Unfortunately, spawn points, along with everything under the "Spawning" category of the Forge Object menu, cannot be despawned - via Scripting or otherwise.

    I've heard "rumours" of certain Respawn Zones working with the Scripting, but my own testing has suggested otherwise - that just like with everything else under "Spawning", they're always spawned onto the map.

    You'll either have to stick with blocking them (I'm sure, if you set it up just right, you could block them in such a way that it's barely visible/noticeable on the map). Alternatively you can use Teleporters - which can be spawned/despawned with Scripting - but then you'd lose the normal Spawning mechanics like "weighting" and all that jazz.
     
  3. Stevo

    Stevo Drunken Bantersaurus Rex
    Forge Critic Senior Member

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    What Buddha said... we found that out on our map, and it was painful.
     
  4. purely fat

    purely fat The Fattest Forger
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    I know using a teleporter system creates team weighting. SKB and myself have been testing it a little bit. We will put the spawns in a box with one sender node. Then we place receiver nodes where we want people to spawn. You can hide them by merging them into the ground. We tested 1v1's and there were completely random spawns. When we tested with teams the teammate always came through a teleporter closest to their teammate. I am unsure of being able to produce random spawns yet though. I still have some more testing to do.
     
  5. buddhacrane

    buddhacrane Ancient
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    Interesting, I didn't realise the teleporters were that "clever". *Wanders off with a new puzzle idea*
     
  6. purely fat

    purely fat The Fattest Forger
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    I wanna test the team thing more but, SKB was pretty confident about it.
     
  7. SecretSchnitzel

    SecretSchnitzel Donald Trump
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    So the verdict is out that they can't despawn? Damn... Having scripted spawns seemed to have some effect on Orion, guess I was mistaken. Oh well, that frees up a **** ton of piece count for me then.
     
  8. buddhacrane

    buddhacrane Ancient
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    To test whether Respawn Zones could be spawned/despawned I did the following:

    The way I tested it was with the Force Respawn Zones, because I could easily check whether those were really working. I basically placed two sets of respawn points on the map, then I placed a Force Respawn Zone over each set. I then setup the Scripting so that only one respawn zone would be active at a time, with the ability to toggle them on a switch. When I toggled those Force Respawn Zones, it just always respawned me on the same set of respawn points, which I'm assuming was just the set inside the first Force Respawn Zone that the game decided it was going to adhere to - since having two active Force Respawn Zones are going to cause a conflict.

    It seemed pretty conclusive to me...
     
  9. A Haunted Army

    A Haunted Army Your Local Pessimist
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    this is interesting. i don't know about respawn zones myself but my understanding of spawn points worked was that it wouldn't necessarily depsawn them but remove them from being influenced by weighting and when spawned back in apply weighting to the respawn point but if needed you could still spawn on a 'despawned' respawn point.
     
  10. SecretSchnitzel

    SecretSchnitzel Donald Trump
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    I did something similar to pretty much the same effect. Strangely enough though, in a more complicated test environment (on Orion), the results seemed to clash. It just didn't make sense to me that testing spawns on Orion in a controlled environment yielded different results before and after I implemented scripted spawns on the map. Weird.
     
  11. purely fat

    purely fat The Fattest Forger
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    I have not done anything with switches but can you turn teleporters on and off with them?
     
  12. buddhacrane

    buddhacrane Ancient
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    You can spawn/despawn them, which is essentially turning them on and off.
     
  13. purely fat

    purely fat The Fattest Forger
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    YESSSSS.
     

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