🔟Spawn Point & Avatar's Feature
New feature introduced with Game Maker 0.10. Shifts some settings from the Player settings into spawn points. A new broadcast type has been added to direct messages by teams created.
Last updated
New feature introduced with Game Maker 0.10. Shifts some settings from the Player settings into spawn points. A new broadcast type has been added to direct messages by teams created.
Last updated
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Non-global Player settings have moved into this behavior that varies spawning options.
Define where and how players spawn
Create team identities
Apply equipment settings by spawn point
New broadcast type to direct messages to a specific team
Build Singleplayer & Multiplayer Logic - about [SP] or [MP] behaviours or components
Define teams and spawn locations
Equipment settings:
Apply equipment per slot
Override player's equipment choice
Allow players to use their NFT equipment
New Team broadcast type in behaviours and components) can direct messages by team
SPAWN POINT VARIETY & PRIORITY
Players are prioritized to spawn to team spawn points, then non-team spawn points.
SPAWN POINT TEAM ASSIGNMENTS Player are assigned to teams when entering Experience. Logic will not modify Teams.
A small number of components can be applied to player avatars.
Click the ADD FEATURE button and select a compatible component from the popup window.
Click on a feature (component) to edit its properties in a popup panel.
A new Team broadcast type directs messages to teams you define with this behaviour.
Avatar's Feature includes various logic to send and receive messages. See documentation for the selected component for more details.
Mixed spawn points in one Experience (various team sizes, spectators not assigned to teams, etc).
No team assignments, players spawning in various areas of the Experience.
Apply distinguishing characteristics or specific logic to players through tags, equipment, and Avatar's Features, which may or may not be related to team assignments when players initially spawn into the Experience. For example: coloured uniforms, unique tags, different VFX, etc.
Force players to use equipment assigned for immersion into your narrative.
Allow or disallow players to use their owned NFT equipment.
Setting persistent equipment to false gives the builder more control to design precise player leveling through equipment gained during gameplay.
Setting persistent equipment to true empowers players to enjoy NFTs purchased on the Marketplace.
This list includes Tags applied to the player(s) of your Experience who are spawned into the spawn point where you apply them.
Override Equipment (toggle) - players may not change their equipment
Use Persistent Equipment (toggle) - players may use their own NFT equipment in your Experience
Select Equipment items to be worn by players spawned by this behaviour, with six available slots.
Multiple Varied Spawn Points
Apply to any object (collisions will turn off)
Default in Avatar's Portal
Included: Avatar's Feature Apply some existing components to avatars by spawn point (may be used to differentiate teams)