No, it's under my prefabs as "Dynamc infection spawns". You use the script brain boundary zone set to the space/size you want to detect a spartan and then it sends a signal to unblock the invisible blockers over the infected spawns in that area only. It uses two channels per zone, but I have five already created in the prefab. The advantage to mine is that it isn't time based movements or forced spawning. It spawns infected anywhere players are only. It allows for free roaming or linear infection. Also if one guy stays back hiding the infected know to thoroughly search that area cause they spawned there.
Once upon a time there was three infected. Papa Infected, Mama Infected, and Baby Infected. They decided to go on a walk one morning. After they left Goldisurvivor came in their house and messed with their ****. When they came home they found her and shoved infected energy swords in her butt. She was never seen again. The end.
It's a good idea, but in my situation my best bet would be to stick with the teleoporter box and kill teleoporter situation, since people move into different situations and you really can't backtrack / stay back or else a kill teleoporter will get you. Plus less scripting. Thanks for offering a suggestion though.
I really like this idea but the only problem I can see is that the infected don't have any choice in where they spawn. If one player stayed behind while the rest continued moving forward, there wouldn't be anything stopping the infected from all spawning at the start just cause one guy decided to stay behind. It would all be determined by chance (correct me if I'm wrong). Unless you forced linear progression, but then that just defeats the purpose. I'm sure your prefab has some application somewhere like maybe a freeroam/linear style map where players complete objectives around the map while fighting off the infected. In that scenario your prefab would be genius. Otherwise maybe adjust it to fix those issues cause I really do think that your prefab is very cleverly designed.
The game automatically splits the infected spawning to different zones. Do they get a choice where they spawn? No, but infected spawn so quickly and sometimes die so quickly they will spawn at different places which makes it much more fun for the infected instead of getting mowed down in an open room where the humans have a turret or tank.