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#1
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So I have a series of spawning volumes for my zombies but they wont spawn. Some zones are Crawler/Stalker only but I have a very large one that doesn't discriminate. At the wave 1 it says there are 14 monsters but you can run around my map all day and never find one. Yes I have bot pathing in and have rebuild everything. What could be causing this?
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#2
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are you too close to the spawn point? if you touch (or can see, I think) the spawn volume, it becomes disabled.
Make sure the volumes are around multiple corners and make sure that the red origin dot of the volume is near the floor, not on the ceiling or wall. |
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#3
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The spawning areas are all over the map. Many are far out of the reach and view of the players. I copied the vents, with the zombie spawner, from the trader example. All the volumes are snug on the ground yet nothing spawns.
EDTI: Just did an experiment. If I copy the zombie spawning volume from the trader example and don't touch it it will spanw zombies in my map however If I change its size they will not spawn. Why is this? Last edited by Pectabyte.com; 06-19-2009 at 04:50 PM. |
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#4
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Did you set the volumes to debug? If so, are the cylinders green? If they're red, it's probably because you're pivot point (the little red cross thing in the middle) is too high off the ground, which causes the spawn points to disable.
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#5
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If I set ZombieVolum>bDebugZombieSpawning to true I don't see anything in game. Thats a good thing right?
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#6
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Quote:
Green Cylinders: You will see a cylinder per zed spawn. If you see 6 cylinders then the volume is big enough to spawn 6 zeds. Red Cylinders: I believe red indicates the volume is not big enough to support spawning any zed. Nothing: This I think is an indication your pivot point is not in a desirable location. It works best when centered and slightly elevated from the floor. Also do not have any static meshes too close to the volume as I believe I read that can cause problems with spawning. Hope this helps. |
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#7
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Click on the volume. Is the red cross thing inside the volume cube (or whatever shape), or is it floating somewhere outside of it? If the later, that's your issue. When I first started placing spawn volumes, I created one and moved it, accidentally moving the pivot point to a strange place. I then copied and pasted it all over my map. No zeds.
Try creating a fresh volume. When you move it, be careful not to move the pivot point. It's easy to do by accident. |
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#8
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You can place the pivot anywhere you wish anytime you want. Select the Volume and then right-click and select place pivot snapped here in any of the three 2d viewports. Most likely it appeared somewhere on a horizontal line parallel to the axis of the viewport you used to do it, going through the point you placed the pivot at. In other words, if you did it in the top-viewport it's in the correct place but at the wrong height. So do the same, on the same line from another 2d viewport.
It should now be where you wanted it to be. Namely near the center of the Volume and near the ground (~48 units high seems to work).
__________________
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#9
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Quote:
Thankfully Murph has you covered. :P |
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#10
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I wouldn't have added it, but I felt Deek didn't know how to do it because of his advice to create new Volumes just so the pivot fits. I didn't mean to be condescending.
__________________
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#11
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Quote:
I really just did forget to mention how to do it. It's great to have a helpful and knowledgable person like yourself posting on these boards.
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#12
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Hmm. Seem to have fixed it. Two more issues:
I got doors that "stick" and often wont close. These doors also will not weld. Why is this? How do I make a static mesh or plane brush block projectiles and grenades? |
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#13
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Quote:
I try my best to help where I can, but I'm still quite noobish. It is not my intention to give bad advice! If Murphy or one of the other gurus second guesses me, you can bet he's probably on the right side of the discussion. Glad to hear you've got it sorted, Pectabyte. As for the doors, be sure you set your Key positions (0, 1 and 2) under the Mover section of the right-click menu. If you're not sure what I mean, refer to one of the retail maps and examine a working door. And be certain you've linked the trigger to the door properly with a common tag under Events (Tag "door1" for the door, and Event "door1" for the trigger). Last edited by Deek; 06-20-2009 at 02:41 AM. |
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