Settings Naming Best Practices: Island Spawn Settings: Do Not Spawn

Currently this infers that joining players will not be spawned, when what it does in practice at the start of the game is spawn them and eliminates them.
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Tooltip could be used to indicate the caveats of the method.

Thank you for your feedback. While I cannot guarantee a response, I can confirm that this has been forwarded to the appropriate team.

Edit: Update below…
I am not getting this same behavior anymore. I’m not sure what changed but I haven’t seen an elimination trigger when starting the map like I was before. I think it could potentially have to do with live edit or switching between the settings, but current logs are good with no spawn set.
My apologies on this I should have been more thorough in my testing the first time.

Update:
Immediately after posting this it started happening again (the irony). I even checked it on Private upload and its happening there as well. No idea what’s causing this but the inconsistency makes it even harder to deal with.
Video: https://youtu.be/LQ5I5LYyaMU
Island Settings:
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Player Spawner Settings:
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There is only 1 player spawner and these are the settings. Its got an association to a trigger so after validation I can trigger the spawn.

One thing consistent I am seeing here is that when the player is eliminated before being respawned FortChar.IsActive checks trigger at almost exactly 1 second after every single time.
2 with Sleep(0.0)
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1 with Sleep(0.33)
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It looks like what happens is that the player is detected in the playspace at 0.0, and then fort_character IsActive triggers exactly 1 second after that + any sleep time that was included between the checks. Since the player being randomly eliminated and then respawned again at that type of interval doesn’t actually impact much it has somewhat random adverse effects depending on when it occurs. In my testing that just randomly causes my input trigger function to invalidate because the fort_char IsActive check must be happening at the same time that this occurs.

If I had to wager on it, i’d guess this is using the respawn function from the fort_utilities which seems to have these same results including with internal functions. You can check the rest of the bug reports section for what i’m talking about its brought up frequently. Just some food for thought.

cliff notes version of what I have set up:

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I’ve tested each island setting for spawn location/join in progress with only allow respawn if spawn pads are found checked and I’m fairly certain that the reason that Do Not Spawn doesn’t work is because you can’t initialize players without a fort character. There are no scenarios in which that happens, the only one that could seems to be this new one which attempts a workaround, but has adverse effects.

Just wondering whether or not you can confirm or deny that to be the case. I really am trying to get a better idea of how this is handled on the backend so I can make some assumptions about what will and won’t work. The only way for me to test this further is creating a public unlisted game and using a cloud account to join in progress my main account, and I need to get a game out to be able to afford to keep doing this so if you guys can offer any information to help assist here I would really appreciate it.

Thanks.

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