Hello, everyone. I'm working on a training map for my friends, and I'm having trouble getting the respawn system to work to my liking. The primary map is Forge World. The two primary respawn areas are "triage" (a medical building inside the dug-out mountain hangar-like area) and the "killhouse" (a closed-off array of structures and obstacles in the grass field above the hangar). The map also consists of a marksman's course (in the mountains above the original Hemorrage canyon) and a motor pool (the Hemorrage canyon itself). These separated stations are linked by teleporters which players can move freely between. My goal is to have players who are killed in the hangar, motor pool, and marksman's course respawn at triage, while anyone killed at the killhouse should respawn at the killhouse. This does not seem to be happening. Until I added respawn points at the killhouse, the triage respawns worked just fine (as was expected). I'm working with 4 team colors (Blue and Red recruits, Green instructors, Orange lead instructor), so I can't use Invasion or Infection as a gametype. I've been trying to experiment with sequential spawning using Territories, Assault, and Capture-the-Flag styled games, while setting triage respawns to Spawn Sequence 1, while all killhouse respawns were re set to Spawn Sequence 2, but this failed. Can anyone help me with this? I'm at my whits' end...and I'd like to get this done by the time everyone switches to Halo: CEA this November. :/ For easier handling, the map in question is up on my file share as "Combat Training" in its most recent format. Testing So Far (non-published): * neutral Respawn Zone in triage forces players to respawn in triage...which is partly what I want. Now, let's get players killed in killhouse to respawn in killhouse... * neutral Weak Respawn Zone in killhouse does not cause players killed in killhouse to respawn in killhouse (then again, this is while I'm testing by myself)
As far as I know, there's no way to create the system you're describing. It's not possible to have different spawning behavior based on where a player was killed.
So, it sounds like i'll have to use a gametype-specific objective "home-vs-away" system then (like a flag removed from its base). Unfortunately, it doesn't look like this is the case for Neutral Flag CTf...or maybe i'm not setting up the respawn zones properly...
I don't think Neutral Flag uses the flag-at-home/flag-away labels, seeing as nobody owns the flag, so that's not gonna work either. I don't mean to be a downer or anything lol, but I just can't see a way to create the spawn system you described. It might just be better to make your killhouse area into it's own separate map.
The problem you are seeing is that anyone dying in the kill house will result in a death influencer at the kill house, which would drive spawning behavior else where. In the game engine, there is no way to overcome this, as the death influencer is the strongest dynamic influencer. Also, according to your post, the game engine would have to remember where the person died, but that is not a feature of the game engine.
Im pretty sure this can't be done. The game doesnt know where a person dies and therefore can't spawn them back to that spot. It's a bummer it doesnt work like that though.... that would be AWESOME! haha