Several respawn points not working

Discussion in 'Halo and Forge Discussion' started by BeardlessBen, Sep 19, 2017.

  1. BeardlessBen

    BeardlessBen Legendary
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    Hi everyone, I'm back with another noob question. My 1v1 map has around 8 respawn points and it seems that around 4 aren't working.

    My map is fairly compact, with more of a focus on verticality in terms of space. I'm wondering if that's why the spawns at bottom mid don't work. The spawns in the bases on the same level of the map do work, but the bottom mid spawns are in between those. I'm really not quite sure what's going on.

    Would be very grateful for help with this!
     
  2. ExTerrestr1al

    ExTerrestr1al Forerunner
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    put a spawn zone around them and see if you can make yourself spawn there by weighting them higher. Tweak the number of weight on that zone to the point that it has the effect you are looking for.

    What I've done:
    • Spawn zone tweaking spawns in that area using weight
    • kill yourself a few times and see if you spawn there.
    • if not, turn up weight a little
    • see if you spawn there
    • if so, is it too frequently?
    • If so, turn down weight a little.
    • kill self many times and see if the ratio seems correct for how often you want people spawning there.
     
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  3. a Chunk

    a Chunk Blockout Artist
    Forge Critic Wiki Contributor Senior Member

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    That^

    The spawn system will usually spawn you as far away as possible from the place where you last died. That means that centralized respawn points will very rarely be used unless you mess with the weightings.
     
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  4. BeardlessBen

    BeardlessBen Legendary
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    That explains it perfectly then!

    Thanks a lot for the help again! Do you mean a spawn volume?
     
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  5. ExTerrestr1al

    ExTerrestr1al Forerunner
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    yes, a spawn volume.

    You're welcome, and good luck.
     
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  6. BeardlessBen

    BeardlessBen Legendary
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    Little update on this issue -

    I tried the spawn volume on the bottom mid repawns. For some reason no matter what number I used on that and the other spawns, it always seemed to heavily favour whichever had the lower number. So instead, I deleted the original spawns that the game had a heavy bias towards and this seems to have freed up the others and people can now spawn bottom mid. I think it's a reasonable compromise.

    So if anyone else struggles with that like I did, a final thing to try of all else fails is to get rid of the biased spawns. This wasn't a huge deal for me anyway because there was an issue with spawn trapping with those two spawns anyway.
     
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  7. ExTerrestr1al

    ExTerrestr1al Forerunner
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    those "biased" spawns... you said "lower number" did you set a spawn order on any of your spawns? I wouldn't do that at first, and only after determining some areas where you almost never want someone to spawn, except as a last resort. However, on small 1v1 maps, a scenario where the game would need to use those "failsafe" spawns should never come up, like a team holding and influencing all the spawns, cuz there is only one other player.

    EDIT: The reason I ask about spanw order, is that this is a very heavy "weight" to add, and it may not have been able to be overcome by the spawn volumes you placed.
     
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  8. BeardlessBen

    BeardlessBen Legendary
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    Sorry! Somehow I didn't see this at the time, not sure how that happened.

    Nope I didn't number the respawns. They were basically on opposite ends of the bottom of the map and they had the furthest distance from any other spot on the map, just about. So I get why the system was heavily biased towards them now.

    I was thinking, what's your opinion on scripting spawns to add variety? there's a bit of a predictable spawning issue on my map atm, it's not terrible, but to make the spawns the best they could be, im thinking of scripting some lower numbered spawns to spawn and despawn throughout a game on a timer. This would mean I don't have to worry about how biased the system is on such a small map, but I'd be adding some variation into the map. I could even make them spawn/despawn every second so it'd be hard to track the spawns.

    I don't know if this is a bit of a no no, though
     
    #8 BeardlessBen, Oct 6, 2017
    Last edited: Oct 6, 2017
  9. ExTerrestr1al

    ExTerrestr1al Forerunner
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    it IS a no no, but for the reason that spawns cannot have scripts placed on them :(

    You can place user labels on them, and then tell a script brain to house the script and instruct the spawns to despawn, but you cannot remotely instruct a piece to Spawn. Therein lies the problem.

    you could make some disappear after a time, but never appear.

    Alternatively, you'd have to set up the whole workaround where we sometimes use teleporters to act like spawns. (Octagon Ex uses this to randomize the pipe the spawning player appears from)
     
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  10. MythicFritz

    MythicFritz Halo 3 Era
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    I believe scripting respawn points to pop in and out is a no no for competitive reasons. Keeping track of them mid game would be super difficult without some form of on map indicator that those locations are open for spawning.

    If you want to reduce some of the repetitiveness of your map spawns, or the spawning is too predictable, I would suggest using spawn volumes to adjust the weighting.
     
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  11. BeardlessBen

    BeardlessBen Legendary
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    ah that's me being naive haha. I just had the idea in my head that this would work. I also thought it could be unique to script weapon pads to spawn/despawn so you could alternate power weapons on the 'same' weapon pad. That could be a unique touch to a map if someone can figure out how to do that. I'm nowhere near savvy enough to do that yet though!

    Nice work on your flare btw man!
     
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  12. BeardlessBen

    BeardlessBen Legendary
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    I have tried a volume but it seems that - possibly due to the size of this (1v1) map, any spawn with a lower number is ridiculously more likely to be used, which is a shame. I don't thnk the spawning issues on my map are make or break though, I was just looking to add a tad more variation. Thanks for the advice!
     
  13. ExTerrestr1al

    ExTerrestr1al Forerunner
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    1. Weapon pads have the same issue as spawns, no scripts.

    2. Dont' add a spawn number (order) to your spawns. That is why the volumes aren't taking effect. The number on the spawn is too powerful to overcome.
     
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  14. BeardlessBen

    BeardlessBen Legendary
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    Yep that's what I meant about the pads.

    And I'm pretty certain I didn't have any number on the respawn - but I think I've mistakenly assumed that spawn volumes work on the basis of just adding a number to a group of respawn points. I think that's where I may have gone wrong - by adding a number to the spawn volume instead of just leaving it as it was, perhaps. I'll have another go. Thanks for the advice!
     
  15. BeardlessBen

    BeardlessBen Legendary
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    Ok I was being stupid. I've never had to use spawn volumes before and I didn't notice weighting! It's done the trick and has varied the spawns enough :D. lol I was putting the order number down on the spawn volume and not changing the weighting.

    Thanks once again guys.
     
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