Hi Forgers. I am new to forge hub (been using b.net for a while though ) and I wanted to ask you guys a question regarding an invasion map I have been tinkering with, but mostly, the question relates phase spawning and gating. Ok, heres the scenario. At the end of phase 2 (assault) I want the DEFENDING TEAM to be either: a) killed by a kill zone, thus re-spawning in the selected phase spawn b) teleported to the destination and the ATTACKING TEAM to: a) stay where they are OR b) be killed, then re-spawn in a selected phase spawn. Can you see my problem? I though of an idea, but i'm not sure if it has potential to work. It is as follows (sorry for dragging on...) Have a sender node spawn at the start of phase 3 Have the receiver node set up to be always spawned, and de-spawn a very short time after the start of phase 3 (obviously less than 3 seconds) Is this possible? Or is there a way to solve my problem? Thanks for any help in advance
You can make a kill barrier spawn at the beginning of phase 3 to kill everyone in the area you set it for. Then have the respawn areas spawn them where ever they need to go. You might want to make a wall type thing so players dont wander into the kill barrier though.
I've struggled with the same problem. I assume you want this because the last phase takes place on another location in Forge World then the first two? Well the options you suggest didn't work for me. First killzones and teleporters can't spawn in a certain phase (I tried several options and it didn't work). Besides that I think it would frustrate people. Imagine you're on a really good kill streak and you get killed because the phase ends, that just sucks. Also if a whole team is teleported at the same time you get an assasination problem. I advise to make a teleporter for each team and shut it off in the first phases with a one way shield (set label to inv_gates). You really have to make sure it's clear for both teams that they have to enter the teleport in the last phase. Can you post where the different phases take place? Because then we have a better picture and can give you better advice .
I have managed to get teleporters to phase spawn, not sure about kill zones, seems to be all or nothing.. Bug? Anyway, the basic play of the second phase is to get the assault bomb halfway around the island, when the bomb explodes, 8 banshee spawn (the last phase is territories) these banshees are where the attacking team spawn, and respawn every 1 second. The territory to capture is 1 second and it is on the Rock (Pinnacle rock thing ) The Idea is for the attacking team to land in the middle of the island after evading + annihilating the AA Defense team. So the defending team needs to be transported to the Rock, that is all. P.S. To make a teleporter spawn at the start of a phase, set the label to inv_weapon, and set the spawn seq to the number of that phase (1, 2 or 3) then make sure spawn at start is YES and it should work! I don't think this works with kill zones though...
What you could do, is to make a teleporter spawn that covers the whole area, and put some recievers out in the middle of the water, or into a kill area or something.
I tried that, but the problem is that the Attacking team spawns essentially where the bomb was blown up at the end of phase 2, So If I do this, the attackers will continually spawn and be teleported to the ocean. (loop) (not good ) Is there anyway to have a teleporter SINGLE TEAM?
Nope, but you could just place the banshee spawn up higher in the air, or just a little away from the island, so that there isn't a continuous loop.
Yeah, I might do this. I'll make a small island and spawn them there. Not ideal (killing everyone off) but it is necessary to make the map work i suppose. Still open to more ideas though
you can have an object on the reciever node that phase gates at phase x and thus opens up and people teleport
Wouldn't it be more practical to just have the spawns change for the defenders, so when they die they go to the rock? It won't be all that different.
Make something blocking a receiver node disappear at the start of that round so everyone is teleported to the new area. Or you could make a fusion coil bombardment. to kill everyone. Make multiple receiver nodes to keep everyone from spawning in the same place.
It works with killzones too. [br][/br]Edited by merge: If the rest of the invasion map is in a completely different part of forgeworld and only so many members of one team are alive, the only way to die would be suicides or betrayals.
Does teleporter covering still work? I could do similar to what you said, and have the teleporter covered until the start of phase 3, then 2 seconds into phse 3, another blockage could spawn... This may just work! Thanks guys... TO THE FORGE! cue: EPIC MUSIC EDIT::: Yeah, I will do this. Thanks again. minds get too one-tracked sometimes, its good to have other people to bounce ideas off.