In maps with multiple Rounds and multiple Player Spawners, players spawn in wrong locations or get infinite black loading screens

Reference ID

03e7af7d-4978-1a63-9e12-fd9f28b6bb14

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Stability

Summary

On a map with multiple Player Spawners, where some are default Enabled and some are default Disabled, and where the Enable/Disable status is toggled during gameplay, Players may spawn in bad locations, or get infinite black loading screens with the text “Relocating…”, if they are eliminated at the same time that the round ends

Steps to Reproduce

Easy Repro Steps:

  • load island 0853-6774-3961 v9 with 2 players (Private Island Code: 6426-5759-3094)
  • Start the game (have both players use the rocket ram to launch themselves through the starting portal)
  • Have one player eliminate themselves, and then have the second player eliminate themselves about 3 seconds later (right before the round end transition)

Manual Repro Steps:

  • Create a new island with two Player Spawners.
  • Change the island settings to “Rounds”, set the round count to >1
  • Set Player Spawner A to Enabled “Always”, and Player Spawner B to Enabled “Never”
  • Place an elimination zone on top of Spawner A. Set “Enabled” to “Never”
  • Make a new verse device that waits 10 seconds OnBegin, then disables Player Spawner A and enables Player Spawner B, and enables the Elimination Zone on top of Spawner A
  • Make a new verse device that constantantly moves along the X axis at a rate of 1 meter per second. Parent Player Spawner B to this verse device
  • Make a new verse device that monitors player eliminations, and ends the round when any player is eliminated
  • Start playing the map with two players. move away from the spawner and disabled elimination zone
  • Wait ~30 seconds, for the first Player Spawner to be disabled and the elimination zone and second player spawner to be Enabled
  • have one player walk into the elimination zone, triggering the round end
  • have the second player walk into the elimination zone, before the round end scoreboard pops up

Expected Result

The round ends, the next round starts, and both players spawn on the main Player Spawner, which is the only Player Spawner that is enabled at the start of the round

Observed Result

  • Sometimes, one of the players spawns >100 meters in the air
  • Sometimes, one of the players gets a black loading screen that says “Relocating…”, which never drops, causing them to be stuck in an infinite loading screen
  • Sometimes, one of the players spawns at the location of the second Player Spawner, which is disabled

Platform(s)

windows

Island Code

0853-6774-3961 v9
Private Island Code: 6426-5759-3094

I will preface this by saying I also run a round based system inline with verse and player spawners settings are unreliable and not to be trusted.

My guess is that this is related to the game wanting 1 spawn pad per player. I would try creating 2 spawn pads instead of 1 and see if you observe the same results.

I have had issues with my players spawning before verse can initialize the spawn pads, and my island will sometimes just ignore the Enabled On Phase setting and spawn my players back into the pre-game lobby rather than the fully available and Enabled On Gameplay spawners in the designated arena.

What I’m doing now is placing a mutator zone over my pre-game lobby spawners on enter/exit sending agents to the arena if they have a class (which can only be the case after round 1).

It’s really a bummer that you can’t rely on something as essential as the Player Spawners to work according to their parameters and settings. I wish you the best of luck on this one.

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