Hey guys so I recently made a hedgerow maze map for infection using a scripted cage that despawns the cage bars after about 20 seconds. The problem is I cannot get the bars to respawn at the start of the next round so I'm left having to make the gamemode only one round. I would love to figure out a way to make the cage bars respawn and despawn for more than one round as the game is very fun. If anyone could help that'd be great. I've tried a few methods for scripting including; Method 1 Script 1: Action: Despawn, Timer: 30 Seconds Script 2: On Round Start: Spawn Summary: The bars despawn after about 20 seconds as intended but never respawn for next rounds Method 2 Despawn: Timer 45 Seconds Script 1: On round start spawn Summary: The cage bars will not even despawn for this method Method 3 Script 1: Action Despawn, Timer: 30 Seconds Script 2: Respawn on Disturbance: 20 seconds Summary: Cage bars despawn as intended, 20 seconds after the bars disappear the cage bars respawn and despawn every 5 seconds. Plain and simple I need someone to help me script the cage bars to spawn at the start of every round then despawn after about 20 seconds for every round.
If you used uncapped cables, you won't be able to disturb them anyway. It's weird that round start doesn't work. It's also weird because I had a lot of my objects wanting to respawn even when I turned respawn off. Does the timer in the bottom right reset each round? It seems possible that the cages are respawning on round start, but the global timer is within 10 seconds of the next '20 second mark' and the cages are just despawning. Another method altogether may be to have the cage oscillate so that they go high enough for the zombies to escape under them, then return to their original position. Or, you could have the bars be static, but have an oscillating elevator that takes the zombies up, over the cage. This is more complicated, but I think it should work every time. You would have to make the cage bars massive and then set a platform underneath to Condition: Timer 30 seconds Action: Displace vertical 64 units (or whatever) over 14.9 seconds Condition: Timer: 30 seconds, initial delay: 15 seconds Action: Position reset over 14.9 seconds with velocity reset The key is to have a really narrow window for the zombies to leave the cage, leaving most of each 30-second time period as elevator travel time. If the timer is conserved, sometimes the zombies will spawn just when the cage is opening; other times the zombies will spawn right after it just closed, having to wait 30 seconds. Maybe it would add an extra element to your game by not knowing when the zombies have come out (more stress, more fun!).
That is interesting about capped/uncapped cables. I am using uncapped I might try using capped and see what happens. I'm pretty intent on keeping the design as it is. The way it works is the alpha spawns inside the cage then about 20 seconds later the bars disappear and newly infected respawn in the central area, but not in the cages themselves. It would be nice if I could just get the bars to disapear then reapear at the start of every round
Capped won't work either. Any of the structure or primitive pieces do not take disturbance. No phased object can be disturbed, and I think the objects have too much mass in order to be disturbed on normal physics. The main issue is that the despawn event is on a repeat timer, which means they will constantly be despawning, even if you tell them to respawn. They should respawn on round start with the trigger you have, but perhaps this is a bug with the new update. Essentially, the pieces are not doing what you're telling them to do, so you'll either need a bug fix, to delete and replace the pieces of the cage and pray, or to create a workaround. It sucks, but you can still make it work! : )
I'm having problems with scripting going into round 2 opening doors as well. It's not are issue it's 343. Issue
I think I found a solid work a round. Going to make sure it works then update the map. Thanks for the input guys
I was about to say use a prop timer that despawns at round start then on respawn (object options: Respawn- on death/deletion: 20 seconds) it sends a message, when said "cages" receives said message, they despawn. Cages are set with a script to respawn on round start: On round start: Respawn I was about to say that, but its useless now,
Did you ever find a solution to this issue getting scripting to work on round 2? Seriously need this fixed so my map can be 10 times better...