whether the answer might sounds basic, i really don’t understand how those are supposed to work.
even after analizing the guides that has been given to us, or official samples, i have no clue.
currently, i’m having massive issues with my maps regarding the defenders spawn either a bit closer / on point because of the respawnbase with […] .
and it causes me few issues;
if i put a number on the LastSpawnOnTime ( meaning that i want that specific spawn point to disappear after for example 20 seconds, ) it should disappear. but then, half of the time only works typing this 1st issue:
1st:
it writes:
which to be honest, i don’t know what the game is implying.
like… set what?
but if i don’t change any numbers and leave it at -11,
i have the other issue.
2nd:
defenders spawns when attackers are on point. and they don’t go away until the point has been captured ( giving huge advantages to defenders )
literally ruining any of my maps.
i don’t know if any actually ever did invasions since on the portal, i only see mostly conquests.
1st:
Maybe because…
-
capzone__createRespawnBaseForTeam
don’t have defense team number.
- capture point and respawnBaseWithGroupOnCapturePoint don’t have unique and same id (
respawnBaseGroup
).
And respawnBaseGroup
maybe should be more then 0 or -1.
2nd:
Sonds like problem with respawnBaseGroup
id.
And standart respawn point has same id.
I had both problems. But currently time don’t have them after that recheck respawnBaseGroup
.
Well… I have these properties in capture point:
capzone__createRespawnBaseForTeam:i=2
capzone__createdRespawnBaseGroup:i=5
capzone__createRespawnBase:t="respawnBaseGroupActivator"
capzone__spawnAtZoneTimeout:r=45
Team 2 is defense team (team_narrator_invasion_defence
).
And these properties in respawnBaseWithOnCapturePoint
entity.
entity{
_template:t="respawnChooser+respawnBaseWithGroupOnCapturePoint"
transform:m=[[0.030133, 0, 0.999545] [0, 1, -0] [-0.999547, 0, 0.030133] [277.302, 23.4913, 174.945]]
groupName:t="Sector_1"
respawnBaseGroup:i=5
team:i=2
}
respawnBaseGroup
is unique number for this sector and this capture point.
2 Likes
what would we do without you…
for now, can’t change the map yet, but based on that, i will try my luck understand blk and stuff and will report once i have some updates.
but for now, thanks!
1 Like
ugh…
now it creates spawns in the middle of no where:
despite me setting new and each different numbers for respawn base grouup IDs.
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Hmmm… human(-1) looks like that some capture point have wrong capzone__createRespawnBaseForTeam
.
Or unknown capzone__createdRespawnBaseGroup
.
Idk…
You can see many points…
-
human(2)
means that is infantry spawn point for 2 team.
-
Sector_1
means object in group Sector_1
.
-
#5
means respawnBaseGroup
.
I use 1,2,3 and 4 respawnBaseGroup
s for standart respawn point (respTeam2
).
5 for respawnBaseWithGroupOnCapturePoint
and for capture point “A” (capture point property capzone__createRespawnBaseGroup
).
6 for “B” and 7 for “C”.
Here some properties:
Spawn Point:
Capture Point:
not working despite ids are correct…
( map for reference )
what others options do i have
alright so, here is how i structured mines in the current version ( same to the one that is uploaded on the site. only difference, is id which might be wrong in that version. anyway )
S1 = base on capture #5
S2 = Left Windmill #6 Broken Windmill #7
S3 = Stables #8
S4 = Prison #9
S5 = Bunker AAA #10 Covered AAA #11
S6 = Radio Tower #12
S7 = Red Barn # 13
and yet i have 5 spawns in the middle of no where.
1 Like
Is your mod in blk file?
Can I download blk file code and check it?
https://enlisted-sandbox.gaijin.net/post/OTSzAsOpboHTrtUd/
( a bit outdated. the when i correct the id, i get the same result )
1 Like
Ill check it later.
Maybe today.
1 Like
-
So you want defenders to spawn on the point for say 30 secs before the zonespawnpoint disappears and the defenders need to use “normal” spawns?
-
you get these weird spawns in the middle that never disappear?
i remember me having the same issues when the editor dropped. My first map was Invasion but i saved it to early and lost all my rendinst so i gave it up.
i think i fixed it back then, but i am not 100% sure, if you want, i can take a look, but i need the scene.blk not vrom (you can pm)
Almost everything okay.
Only respawn in S1 have respawnbaseType
= "human aw"
.
It’s can make errors and some problems.
Well… Seems here problem in editor side?
Maybe it happened because that your capture points don’t have capzone__capTeam
and capzone__owningTeam
.
So… Maybe this problem will fixs when you set:
-
capzone__capTeam
to 2 (team have capzone__progress
).
-
capzone__owningTeam
to 2 (team that have this point).
In gameplay side it will nothing change. Because only 1 team can make capture progress (capzone__onlyTeamCanCapture
is 1).
If you want allow decap first strategic point after sometime like in original Enlisted maps then…
capzone__mustBeCapturedByTeam
should be 1, but capzone__onlyTeamCanCapture
should be -1.
Also would be good set capzone__progress
to 1.0.
Respawn near capture point disappears for me after that I set
capzone__capTeam
and
capzone__owningTeam
.
welllll i did as you told,
but
those respawns still remain though, and fucks up my map because people will spawn there:
i just hope it’s an editor issue.
otherwise my map will not be fun.
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Hmmm… Yeah. Weird. They still generates.
At least other problems are fixed.
Well… I’ll try fix it.
But yeah. It’s more like editor problems.
Night_Voyager tells that these spawners don’t work in multiplayer (but work in editor). He too had/has this problem.
1 Like
yeah i asked him in discord, and since he didn’t knew it as he had the same issue, i decided to test my luck here.
1 Like
I think it’s because of this:
They have same id.
I check my map…
And I got it. My map has another capzone__createRespawnBase
.
And it generates this object:
That is why I don’t have this bug.
Your some capture points have:
(Weird, but some capture points have another
capzone__createRespawnBase
and it’s
respawnBaseGroupActivator
.)
I recheck Enlisted editor guide about create an Invasion mission. And it has:
Step 8: 4) capzone__createRespawnBase: respawnBaseGroupActivator
wait, i do have 9 objectives.
so the 8th is causing issues?
( or maybe i’m getting it wrong… )
All capture points have wrong capzone__createRespawnBase
.
Just try change to respawnBaseGroupActivator
in all capture points that have capzone__createRespawnBase
= respawnBaseOnCapturePoint
.
Stage 8: 4) capzone__createRespawnBase: respawnBaseGroupActivator
Is from Enlisted editor guide about how to create an Invasion mission.
1 Like
that… worked.
but the real question is, why… and how…
like, how am i supposed to know this stuff if the guides don’t talk about that?
i don’t… get it
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