Any way to spawn dead players with triggers?

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grithapas

FNG / Fresh Meat
May 5, 2010
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I've got a problem with zombie volumes. Those volumes won't spawn the last zed and I don't know how to fix them, so I've changed from volumes to triggers. But that's mean the wave will never end and players will never respawn too. So if anyone know how to spawn dead players with triggers please tell me. :D
 
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HaTeMe

FNG / Fresh Meat
Nov 20, 2009
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Behind You!
I dont know if you can actually force players to spawn in middle of the wave, you might have to take a look in the mission map tuturials and set up the map so that after youve killed all the specimens, trader time starts and the players spawn, and then you may trigger more specimens for the next wave and so forth. Might require some extra effort to set up all those triggers and what not.
 

Fel

FNG / Fresh Meat
Aug 9, 2009
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In Mission Mode
Your approaching the custom spawn method the wrong way

Look at deathpit-revamp to see how custom waves are done with counters. (Triggered spawns with player respawns)

It goes like this.

The shopVolume is tagged to 10 counters (1 counter for each wave)

Each counter is tied to a script (to spawn the zeds for that wave)

Script:
Spawn 10 zeds in an outside room off the map (make sure you give em a special tag)
TriggerEvent: SpawnZeds (This is the tag to all your triggered spawns or w/e you to tag it)
Wait 20 sec
TriggerEvent: SpawnZeds
Wait 20 Sec
(Repete Trigger an wait sequence)
At the end when you want the wave to end and players spawn, Destroy Actor : Tagged to the outside Zed spawn

There you go. Do that 10 times for 10 waves (Copy paste your 1st script and add some more spawns, and the bosses)
----------------------------------------

Ill give you the script for a triggered spawn

You want to spawn about 25-40 Zombies at a time. If you spawn 40 at a time, have 30-35 secs for your waits
(Just copy past the triggered spawns around and change the zombies types. dont forget stalkers )

Script:
WaitForEvent: SpawnZeds
SpawnActor: Massive FleshPound lol
GotoActon: 0


If your confused on how to make triggered spawns in wave form, read the 1st section of my tutorial.

TUTORIAL


Ill give you a tank for good luck : :IS2:

PS: When having a custom wave like that dont forget to occasionally spawn the Boss Zeds (Siren, Fp, Scrake Ect)

TriggerEvent: SirenSpawn

Also, on your groups of Triggered spawns, have 1-2 Bloats in them. They will trigger with the spawns that way you dont have to have a "Boss" spawn for it
 
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Fel

FNG / Fresh Meat
Aug 9, 2009
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In Mission Mode
On another note, did you change the ZombieMultiplayer in the ZombieVolume?

That will cause zeds to stop spawning

Might require some extra effort to set up all those triggers and what not.

thats for sure
 
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Falidell

FNG / Fresh Meat
May 22, 2009
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Mesa,Az,USA
well luckely for you guys i'm almost done with making a Spawner

options:
critter -Thing to spawn(can be OverRuled by the Spawnpoints)
MaxActive -Max alive
SpawnClipSize -Amount to spawn before the Spawner "clip" runs out
MinSpawnTime -do i need to explain?
MaxSpawntime -do i need to explain?
hiddenSpawn -It'll spawn 'Critter' where players don't currently see
other options i won't go into



point being with this spawn there will be no more Excessivly complicated ScriptedTrigger Bull**** and you can set for Varied spawn delays. etc. etc.

EDIT: Let me clearify i'm not saying scriptedTriggers are a bad way to go infact atm they are the only way to go however they require a lot of pushing of pulling of events and tags wich leaves a lot of room for error and you really don't have to much control past a set amount monsters. what my spawner allows your map to do it set it so that way it keeps spawning untill something turns it off while not spawning too much where the players can't handle it. my goal was to make something similar to the workings of the NPC_maker in the Source engine Hammer editor
it's technically already done i'm just doing tweaks, additions, etc.
 
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Fel

FNG / Fresh Meat
Aug 9, 2009
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Its not complicated at all...

i can have a whole wave of gameplay set up in like 5 mins

Becides you going to get this whitelisted?
 
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Fel

FNG / Fresh Meat
Aug 9, 2009
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In Mission Mode
It's not complicated at all...
And how many hours have you been using the SDK?
Hmm? hmm?
doesnt matter, its just a simple process, that doesnt have to be whitelisted or anything

If you just follow the process , it doesn't take that long to make. And each one you make will get easier

A new mapper could say that brush work is complicated, untill they understand it, and practice it.

but w/e ill show you

Pic5.jpg
 
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Falidell

FNG / Fresh Meat
May 22, 2009
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no no, fel is right it is a simple process, but i'll say this again it's a lot of pushing a pulling.

i want to spawn 1 set of 3 clots and 1 husk:

i would need either 4 differnt ScriptedTriggers for spawning the 3 clots and 1 husk or if i wanted them to be in the spawn spot the only 1scriptedtrigger.

for simplicity we'll go with this set-up:
Code:
1 ScripterTrigger(Spawner)
1 ScripterTrigger(WaveControler)
1 Trigger set to player Poximity(Starter)


1.the Starter will send an event1.(push)
2.the WaveControler Listens for Event1(pull)

begin loop:
1.WaveControler sends an event2.(push)
2.WaveControler Starts a Timer.(push)

2.Spawner Listens to event2.(pull)
3.Spawner spawns Clot(push)
4.Spawner Spawns another clot(push)
5.Spawner Spawns last clot(push)
6.Spawner Spawns Husk(push)
7.Spawner goes back to action 0 where it waits for event.(push)

8.WaveControler Timer Ends
9.Go back to "Begin Loop"

that loop will continue in the same fasion untill WaveControler either Runs out of Actions or it does something other the Sending Event2 and Timer loop.

that is the very very basic idea of it. sounds simple enough. actually is simple, however what i was refering Complex about was the Pushing and Pulling. for this very basic wave spawn setup with ONLY a single spawn Position you have:

for single Loop(3clots,1Husk):
7 Pushes
3 Pulls
=10 areas for error

10 areas for error is quite a bit for a single Spawn Position. tho it would oly increase by 1-4 depending on how many each Spawner actually spawns.

side Note:
Servers have to Processes all that pushing and pulling so the larger the spawn set up the more drag it'll have on the server. altho i will admit it's mainly the Pushing of the Spawning.. Spawning ANYTHING Drags down servers. most of the time you won't notice a difference however because of the way UnrealEngine Handles Events and "ticks". well my point is a Server that has to do Too Much Pushing and Pulling at any given time will actually increase the Ping because it was a Lot of packets to send to the clients. so when i make something, sure i can do it another way, but not only is it easier to work with in Unrealed, but it Minimizes Pushing and Pulling. All While Providing Much Much greater Control.
 
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HaTeMe

FNG / Fresh Meat
Nov 20, 2009
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Behind You!
Love it how all the veteran mappers go like "Ah its a simple project" and everyone else are like "What the hell am I looking at?" :D

But yeah really its just a simple project.

Right?

RIGHT?
 
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Falidell

FNG / Fresh Meat
May 22, 2009
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lol yea it's true, and some times we forget that simple is only simple for those who are used to it. Fel has A lot more experience, talent, and skill then I, but even he forgets it at times as will as I.
 
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Falidell

FNG / Fresh Meat
May 22, 2009
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Mesa,Az,USA
ok i'm almost done making you a Force Respawn Trigger
just gotta test it out. took me a bit to make it because i had to snoop in all these kf script to figure out what i need to override.

also would you be interested in a auto/loop trigger

you can
Optionally: Trigger Automatically Right When Triggers are allowed to do anything

Optionally: have it Loop every Few Seconds and Trigger some event.


i figured you mgiht be interested in it so that way it automatically respawns dead players every few seconds when it's event is my Force Respawn Trigger
 

Falidell

FNG / Fresh Meat
May 22, 2009
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Mesa,Az,USA
Crap nvm the Force Respawn trigger doesn't work... but i'll keep trying

Edit: but my Auto/loop trigger works.. i call it FA_AL_trigger
 
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Falidell

FNG / Fresh Meat
May 22, 2009
646
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Mesa,Az,USA
ok good news i got it to work. now all i need to do it test it on an actuall server to see if it works on multi-player aswell i'm fairly certain it will but just in case i don't want to send you something that doesn't work 100% =D
 

grithapas

FNG / Fresh Meat
May 5, 2010
34
2
0
ok good news i got it to work. now all i need to do it test it on an actuall server to see if it works on multi-player aswell i'm fairly certain it will but just in case i don't want to send you something that doesn't work 100% =D

Coolzz. I wanna try it out. :D
 

Falidell

FNG / Fresh Meat
May 22, 2009
646
78
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Mesa,Az,USA
alrighty all done =D and working 100%

LINK

How to use:
just trigger it like anything else.. via usetrigger, trigger, or something else
Edit: oh yea and it's found via
Code:
actors->triggers

Vars
RespawnPlayers- true Respawns players:: false means don't respawn players

RespawnBots- true Respawns NPC's that use the 'Bot' or a subclass controller::false means don't respawn bots

GiveDefaultInv- true spawns npcs/players with the default inventory:: false means they spawn with Nothing

OnlyDeadPeople- true means only the Dead will get respawned:: false means everyone gets respawned even living people

SelfDefinedSpots-true means you want to define your own playerstarts to spawn players/npcs at.:: false means it'll choose a random playerstart that is bEnabled(by default all playerstarts are benabled so unless you actually set them to bEnabled=false that spot is valid)

DefinePlayerStarts- this is an array in which you put the tags of all the player starts you want this trigger_respawn to spawn players at... IF SelfDefinedSpots is true

this will also be in my Trigger pack that i will be releasing tomorrow.. so if you would like you download my trigger pack tomorrow or if you only want this then download this

Edit: nvm i released it tonight
http://forums.tripwireinteractive.com/showthread.php?t=47407
 
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grithapas

FNG / Fresh Meat
May 5, 2010
34
2
0
I download your trigger pack.

You are very niceeeeeeeee, dude!:D

I love you so much, Falidell.:p