I couldn't really think of a title that describes my problem. I'm basically in the process of making a vehicle based infection map, with four zombies to start. However I thought it would improve the map if there were two different sections they could spawn in, so one round there were wraiths and banshees... and another round there were ghosts and choppers. Now if it were one zombie, they would just spawn near a sender node that would take them randomly to one of two reciever nodes on the same channel, but how can i ensure all four reach the same area. I've thought about teleporters, min/max settings etc. but I'm stuck on this one. Any ideas? ..... Am I in the right forum? lol
Hummmm. I think I have an idea. You can't have it so when a new round starts they can go somewhere else (at least I don't think so), but you can have it so after lets say 3 min or less they spawn somewhere else. You could do this by placing starting points in the first area with some other spawns. You will want to put these where there is no possible way for them to be camped/spawned killed. Then you place objects to spawn on these spawn points after your desiered time. Then in the second area you place some regular spawns. Ontop of these spawns you place movible objects. You will want these objest to be moved out of the way (mancannon) when the other objects spawn to block the first spawn area. Make sure you set the objects to respawn time never. I'm not sure if this is what you wanted, but if it is it should work.
The only way, to my knowledge, for that to work would be to have some honor rules intact, and no one likes those. I.E. First round, zombies aren't allowed to go through a teleporter to the second round's area. Second round, zombies go through the teleporter.
use your teleporter Idea. If there are three receivers, each on channel 0, with 1 sender on channel 0, then it'll be random where you go, right? So that's good, but to make sure everyone gets the same area: Place an object such as a column or block that will block each receiver. Put one on all 3. Put all of them on no respawn, and up the respawn to 180. Now put the runtime minimum of that object to 2. [so it'll be runtime min - 2 runtime max - 3] this means 2 will spawn anyway, and the third will be uncovered, but it'll still be random because it's random which ones spawn. after 3 mins they will all be blocked obviously. is that bad?
It isn't random which ones spawn... Just tried it. What you want to do is make one brute start in a room with one sender node, sending to your random areas with your vehicles. Let this be the "deciding" brute. Make the other brutes start in a different room also with only one sender node, sending to different teleporters in the random areas. Block off the teleporters that those brutes come out through. Make the "deciding" brute unblock those teleporters when he reaches the area somehow, I'm sure you can come up with a say to do that (grav lift, fusion coils, etc.). The other area then remains blocked off. To ensure that the brutes continue to teleport to the same place, make only a starting point in the "deciding" room, but put starting points and respawn points in the other room. Hope this works for you. EDIT: Realized this might be confusing. Here you go.
meh. it does work. Theres that one maze map that spawns randomly each round. There are like 40 walls, all on No and 180 secs, but the runtime minimum is like 27 or something. It's random. You're doing it wrong.
I was gunna say, Block both teleporters. Make rounds 3Mins. Both NO to spawn at start. Then run time min to 2, So one spawns and the other teleporter is open and other one is blocked. That might make it random, but it would limit to one vhicle set per round.
That was basicly my idea? Would work but my idea is simpler. Wont work, teleporters cant be set at spawn at start: No. Sorry.
I have found a way that doesn't limit the round to 3 minutes. You block 2 reciever teleporters with moveable objects, and put a fusion coil above both of them. Then, you set the movable objects to not respawn, and the fusion coils at spawn at start, and respawn at 180 seconds or so. Then you make some "deflectors" which alter the path of the fusion coils to not fall on the movable object. You make the deflectors to spawn randomly (spawn at start: no, minimum on map: 1), and respawn at 10 seconds. Now comes the expaination, when the fusion coil is force spawned, it explodes and moves the movable object, which then opens up the teleporter. But this only happens at 1 teleporter, because the other is blocked by the deflector. I hope this was clear. Edit; This is basicly what B3NW and Kronos said, but then somewhat elaborated. Also, Twelve, some people will forget to deblock the teleporter and die, which results in all zombies being stuck in the starting area.