What is the purpose of all these wacky invasion labels? Stuff like res_1/2/3 (fire teams, right?) are kiiiiiiiinda figureout-able, but what about the nuances about stuff like...well, everything else? _weapon? _gate? _mancannon? _zone? I haven't been able to find anything about them in detail besides the required objects thing thread/bungie stuff, but it's not terribly in depth Speaking of fire teams, is it possible to set their spawns to specific phases? How does one get vehicles to insantly spawn in (but have a respawn delay after theyre destroyed), but for only a single round? Sorry for all the questions, but I have an invasion map (obviously) and the game does a horrendous job of explaining the labels :/
INV_RES_Px = Respawn area for Phase X. Team assignment determines which team can use it. Spawn Sequence (0, 1, 2) determines which Fireteam can use it (3+ for all). INV_WEAPON = Spawns <RESPAWN TIME> seconds after the start of Phase <SPAWN SEQUENCE>. INV_VEHICLE = Like INV_WEAPON, but a faint waypoint appears when looking at it while it spawns. INV_GATES = Is deleted at the end of Phase <SPAWN SEQUENCE>. INV_RES_ZONE = Backfield spawn. Available to all Fireteams. INV_MANCANNON = Spire-only. Do not use.
Thanks for the quick responses! Seems...simple enough. Ish. Are the various spawn zones also mixable with the strong/weak/anti spawns of other gametypes?
Shucks...gotta figure out a way to have spawns progressing in relation to surrounding teammates/enemies...hmmm...
They progress with Phases and are fire team assignable. that is it. They do not get influenced by the proximity of anyone. Some people, myself included, think this is superior when a map is done right, because it gives all the control of spawning to the player and not the game engine (which can make some really bad decisions sometimes).
You can't spawn on your teammate if he is inside of a Respawn Zone, Anti. However, I do not know if Anti zones can override (and hence block) the labeled INV_RES_Px areas. Even if they can, there is no way to make any kind of Respawn Zone spawn after a timed delay. Even so, you may find this information useful for spawn controlling.
Well, the spawns I have make absolutely no sense as they are :/ -When the game begins in 1 person mechanics testing, I ALWAYS start on a [ss 0, res_P2] area. Always. -As well, in the second phase, instead of being given the option to spawn in the FT1 area (the above spawn zone), I can either spawn at the backfield spawn [ss 2, res_zone] or for some reason, the initial spawn for phase 1[ss1, res_zone]. There are no other options at all. In addition to all of that extremely annoying glitching, I am, and always have been, very confused on this matter:. Do I need to have respawn points inside respawn zones to make them viable? Again, sorry about the annoyances, but this really makes zero sense to me as to why I keep getting these issues.
You need Initial Spawn Points in addition to the labeled Hill Markers. Standard Points are not needed. Each labeled Hill Marker will essentially function as a single spawn point (which is why only one player can spawn at a time at any given spawn location). The volume of the zone, I think, determines whether or not you see the "Enemies nearby!" warning when waiting to spawn. You don't need anything inside of them to make them work. I don't know if the labels work on Respawn Zones. Try switching to Hill Markers if you can't figure out any massive spawning issues you may have.