I want my world to change level between round, can i do that?

Ex. round 1 in level 1 and round 2 in level 2 etc.

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You can do this if your levels are located on the same map, an area for level 1, an area for level 2 etc.

Thx How do I do that?

Create a set of Spawnpads in each area.

Are you doing team based or ffa ?
Do you want it to progress from level 1 to level 2, then level 3, etc
Or random, which is a bit harder ?

I am doing ffa. I want around 4 areas and then go back to area 1 and so on. If it does not ruin the game experience it would be nice if it was random.

I don’t know if turning spawnpads on and off for different rounds is working yet or ever, so a good way to switch spawnpads over rounds is by using Class Slots.

For 4 areas,

Set up 5 Class Designers, one for each area and a default.
Set player starting loadouts and player related rules in the Default Class Selector first then Duplicate it.
Make them Class Slots 1, 2, 3, 4 and 5,
Maybe make the Default Class Designer Class Slot 5…

Then Change the spawnpads of each area to accept only the Class Slot of the Class Designer of that area.

So all area 1 Spawnpads, set to Class Slot 1, etc

Then you need 4 Class Selectors, to switch players class before the end of each round, so they spawn on the right pads next round.

Its also good to use player reference devices to represent each player and use its activate function to do the class change,
Drop in a player reference device for each player, and point them all to a different island start spawn pad and register the player on spawned.

What end the rounds, time, eliminations, last man standing ?

It is last man stading that ends the round

Do you have a YouTube guide on how to do this?

I’m sorry i don’t know any tutorials on this, but I’ll help till you get it working.

Read through this thread about setting up last man standing and post back,

You’ll need a player counter device for each area, and a timed objective device for each player counter so we can add class changing off of these.

I have placed the plyaer counter and the end game device a used the settings from the thread. And i have a timed objevtiv.

OK, the for eachtimed objective device
Time - 1
Start When Round Starts - Off
Countdown Visible on HUD - Off
Audio settings - All Off
Then Events
Start - Player Counter (Of its area) - On Count Succeeds

then the End Game Device
What to End - End Round
Activate - Timed Objective - On Completed

Now we have to set up a random class selector system for pregame, and turning on and off of the appropriate class selectors for the next round.

I’m thinking of using a tree of class selectors, with each possible result from the random following a branch… I’ll post back in a bit

What seeting does the Class Selector need to have? I don’t think i have got the right one

The 5 Class Selectors
need each reference Class Slots - 1 to 5
Respawn Player on Switch - Off
Enabled During Phase - None

Change Player to Class - All Player Reference Devices - On Activated

The Enable and Disable functions are used to control what class selector is enabled at the end of round class change.

Do you have Player Reference devices set up ?


Is this the right way to do it?

Yes, that looks good

What setting do i need for the Player Reference devices set up ?

The Player Reference Devices

  • Update Registered Player - When No Registered Player
    User Options - Functions
  • Register Player - each player reference points to a different game SpawnPad, using On Player Spawned.
  • Register Player - each player reference points to a different game SpawnPad, using On Player Spawned.
    Do i need to reference the player reference to the spawnpads on the spawn island or in the four areas?

The spawn island

Thanks. When i try to start the game on my own i spawn in the air, why do i do that?