I need help, read the post

How do you make it that when you first jo1n the game, or when the game starts, you get shown a different part of the map for 30 seconds, then you spawn in a place that’s different from the lobby?

Put down a spawn pad where you want to spawn for 30 seconds. Then get out a lifecycle and wire it to a wire repeater and set the delay to 30 seconds and then wire it to a relay that relays for everybody then that is wired to a teleporter. I think this will work but I didn’t test it :man_shrugging:

Do you need to actually be there or just be shown it? If you just want to show the players this location but they don’t need to be there, then you can use camera points! You just need to put a camera point in the area you want players to look at, connect the spawn pad for the game to a trigger, connect the trigger to a camera point, make the delay 30 secs then deactivate the camera point when the trigger triggers after that. Your vision will revert to where you are standing and everything will be back to normal. Hope this works!

I can’t, you can’t put wires and channels on spawn pads.

Isn’t that default? Or just use the spectator ability

If your issue is that players will move during that 30 seconds, you could either:

  • Use barriers to hold the player in place
  • Use a speed modifier to set the players speeds to 0. Once that 30 seconds are up, you can reset the speeds to be 1
  • Use teleporters instead. Once that 30 seconds are up, the player will be teleported to the starting location
1 Like

Isn’t that just the default spectate ability?

I don’t think being a spectator would really help. After all, you can’t switch back to a player if you’re spectating.

1 Like

Oh, well nobody had asked any questions about this back then so I can’t help.

It’s like Dig It Up, the player first sees Mayor Cole, then spawns

1 Like

I think that used the camera point.

Oh, so how do I do it like that?

Ah I see. What id do instead of using a timer system, I’d use a banner popup. Using the call to action, you deactivate the camera view through channels.

So the player gets shown the popup, then when the player presses the call to action button, the camera view deactivates?

Both devices get activated through a lifecycle device. Once the player presses the call to action button, both the popup and camera view device get deactivated.

Oh… that’s good, but I don’t think that’ll work for me. I’ll need the timer.

1 Like

Can you use a Lifecycle?

Yes, but add a relay set to all players in between the lifecycle and camera point.

1 Like

Oh… Sorry… I thought so but I didn’t check. Shame!

I just tested it, it worked