respawn limit, specatate and down but not out

With the following Island setting,

Max Players 4
Teams: 2
Team size: 2
Spawn limit : 1

When first teammate gets to zero HP , the player is down but not out, allowing revive by second teammate.

If the downed player gets eliminated, it switches to spectate.
if remaining teammate gets to zero HP, it is instantly eliminated since the entire team is out / not active.

At this point I’m re-spawning all eliminated players by invoking

Agent.Respawn(Translation,Rotation)
Teleporter.Teleport(Agent)

Players respawn into match, I’ve verified programmatically teams are the same, all players are active. (Round has not ended using round manager)

Now, when the first teammate gets to zero HP, the expected behavior would be to drop to down but not out since other teammate is active, instead teammate is eliminated instantly.

Spent a week trying to find the reason ‘down but not out’ is being skipped, maybe someone here could point me in the right direction…

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If the round hasn’t ended the spawn limit is getting in the way.

I would say take the spawn limit off island settings and set up some devices and/or verse to handle this, then reset it when you respawn all eliminated players

This is most likely what’s causing it. Respawning players with verse has long been inconsistent and a scary thing to do.

A bug I had reported last year was marked as fixed for the upcoming new season update while the report was about some UI inconsistencies with respawned agents maybe the fix also addresses your DBNO case.

A known workaround is to Eliminate them after they are respawned by changing them to a team or class with infinite respawns and have them go through the normal respawn sequence which should solve these kind of bugs

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