There is some ways that you can achieve the expected result of different spawn zones per round:
1- [Verse] Verse runs before creative devices during round initialization, you can try using verse to setup player spawners (enabling/disabling), teleporting the players to desired locations or even teleporting the player spawners itself.
2- [No Verse] Player Spanwers have team and class settings for filtering allowed players. If your current setup permits using one of these two, you can configure different teams or classes for each round, and use that to filter where the spawn areas are supposed to be. You can also use the Round Settings Device to manage other device logic as needed.
3- [No Verse] You can also use other methods, such as player counters that triggers for each player and setup them correctly. Can be using a teleporter device or even spawn pads “Force Respawn” event. You can still use the Round Settings Device to manage other device logic as needed.
Additional information about player spawners and game phases:
Keep in mind that spawn pads have different enabled states for different game phases (Enabled During Phase), and it’s behavior can affect other phases too:
Spawner Device (Enabled During Phase setting):
- Always → Enabled on all phases
- Pre-Game Only → Enabled only during PreGame phase
- Gameplay Only → Enabled only during Gameplay phase
- Create Only → Enabled only during Create/Edit Mode
Creative Game States:
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Edit/Create: When you have the Creative Phone and can build/edit your island project. (Obviously, this phase is not present on published projects)
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Waiting for Players: When you launch a public/private code and wait for time before start
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Countdown: Preparation, Setup and Countdown Intro Anim (Countdown phase always exist, it - may be instant if not set to seconds in island settings). (Some devices can set to be triggered on this phase)
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Gameplay: Constant phase, the experience keeps on this phase during gameplay
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Game Start: Devices Initialization (Some devices can get triggered on this phase, such as triggers set to be fired at game start)
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Game End: Round End (May include Slow Motion Anim if configured). (Devices can’t be triggered anymore when game enters this state)
Now, comparing to the device options:
- “Always” include all game states and the device will be active forever (unless disabled by channels/events);
- “Pre Game” phase includes only the “Countdown” game state;
- “Gameplay” phase includes “Gameplay”, “Game Start” and “Game End” game states;
- “Create” phase includes only the “Edit/Create” game phase
Aditionally, the device has a option “Use as Island Start”, where when set to true, the device will be enabled during the “Waiting for Players” game state (only effective on published islands/matchmaking).
An example of incorrect interactions between game phases/states is the following:
If you have only spawn pads set to “Gameplay Only”, because on how fortnite creative works, players may get spawned in middle air during Pre-Game, Game Start or Countdown phases.
This happens because on these parts the player is already spawned as soon as they join the map, even before the Gameplay phase starting, and consequently before the device getting enabled.
If you want a spawn pad working during “Waiting for Players” and “Pre Game” for example, you need to set the option “Use as Island Start” to true
and “Enabled during phase” to “Pre Game”.
At the end, you will need to check what fits your intendeed behavior, adjust to achieve what you want, and combine with one of the three examples mentioned earlier to achieve a desired round-by-round behavior