Weapons spawns?

Discussion in 'Halo and Forge Discussion' started by Waterfall, Apr 27, 2012.

  1. Waterfall

    Waterfall Forerunner
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    Can you guys explain to me drop spawning static spawning and dynamic spawning for weapons?how do each of these play in customs?which is most commen and which is best?
     
  2. R0UG3

    R0UG3 Ancient
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    To create drop spawns simply set the weapons physics to fixed and place it a minimum distance of 0.6 above the ground. Set the max count to max then without holding on to the weapon change the physics back to normal such that it is still floating. Now, when you start a new round or a new game the weapon should fall upon spawning and should continue spawning for the rest of the game independently from weapon pickups. So if you set the spawn time to 1 min the weapon will spawn every minute on the dot regardless of when the weapon is picked up. This also means that it is possible that two of more of that weapon may spawn in the same pace if the weapon is not picked up. Which could be concidered a good or a bad thing depending upon how it is implemented.


    The benefit of doing this over static spawns is that the spawn times are predictable. This technique is typically used for power weapons and complements competitive gameplay. With static spawns the weapon will not respawn until it disappears. This means it is possible to use a power weapon till it is out of ammo and it will not respawn until it is dropped which could lead to weapon hoarding.


    When you say dynamic I assume you mean weapons that spawn later in the game and/or weapons that are only set to spawn once at the start of the game. This could lead to interesting variable gameplay and game changing moments, But equally, there is a danger that this could also confuse the proceeding and lead to people struggling to find power weapons if done poorly.

    I wouldn't say any is strictly better than the others, each have there own merrit. Each could potentially work very well depending on the game play of the map. Also I would like to add that none of these styles are counter exclusive and could be used in unison on the same map.
     
    #2 R0UG3, Apr 27, 2012
    Last edited: Apr 27, 2012
  3. Waterfall

    Waterfall Forerunner
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    Oh thanks I understand now I will make use of that
     

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