So the usual spawn in a box and teleport away is great and all, but I want something better, because it still has issues. With the new update I've been told there's a better way... but I can't find it! I've spent at least 3 hours messing around with settings and scripts and am yet to produce a result. Does anybody know if it's possible? and if so, how?
I'm not sure what you're talking about with the spawn in a box and teleport...but there is a way to force certain players to spawn by using spawn orders...
You know, if you have say a linear infection where the zombies spawn at a certain place each step of the way, you can make that happen with a room filled with respawns and a teleporter that covers the whole thing. When the zombies spawn they are immediatley put into the teleporter and that means you can place receiver nodes as if they were respawns, except that teleporters can be deleted and moved and such via scripting, so that means you can make the zombies spawn where you want, when you want. And as for the spawn orders, I know. but I need them to be dynamic. either I'm making a terrible mistake, or they can't be changed directly. I'm currently trying to use a spawn zone to disable them, but that's not working too well either.
Well if you want dynamic, a lot of linear infection maps (mine included) just have a teleporter room so the zombies can choose which teleporter to go through. Idk what you mean by dynamic though if that's not right If you want to utilize the spawn order (I'm assuming you want to make a linear infection) just have the spawns progress as the survivors do with whatever scripts you use to progress the humans. For example if you're having a message open the door to the next room, have that message also change the spawn order so the infected can push up with them.
Well the solution I found was to make each set of spawns have their own spawn order value, then you can set the spawn order value of the players to make them spawn there.
DRALORIC - I made exactly what you need. It's under my prefabs as Dynamic Infection spawns. It uses scripting, a zone for each room and invisible lockers overs the infected spawns. As a spartan enters an area, it unblocks the infected spawns only for the time a spartan is in that zone. It makes for very fast infected chasing Spartans so make sure to put the infected spawns in known spots for the Spartans to keep and eye out for where they will come from. My gamer tag is fame28 if you prefer to search that way. It has five zones and uses ten channels. You could increase the zone amounts, just duplicate one set and change the two channels. I can help if you have difficulty with adding more. (The spawns can be placed wherever and how many ever you want in each zone as long as those blockers correspond to the matching channels.
I prefer a spawn box as its most object efficient. ( I need my objects) the only bug i know is that players sometimes dont get teleported which is why i add a bouncer at the bottom so theyre constantly bouncing in and out of the sender teleporter if it breaks. now im wondering why i never updated survive the underground teleporter as that bug occurs quite alot. I think the bug only occurs if you spawn inside a teleporter. also if you drop into a teleporter but the reciever hasnt opened yet, the bug can also occur. I didnt want to fine tune all my scripting in my maps so i just added a bouncer in the spawn box to fix any bugs that may occur.
To fix that bug, all you need to do is make the sender despawn/spawn on a timer, repeatedly, and you can save yourself that 1 extra precious piece
thats a great idea. but i kinda like how my infected slowly bounce up and down waiting for the next area to open. my maps arent like traditional infection maps. sometimes they have to wait in a box before the next stage opens for when they eventually get released as cannon fodder disposable ai.