🧟 Spawn Points (Zombie Volume)

For setup... Similar to BSP, first arrange the size + position of your active (builder) brush. Then rick this tool to select your volume.

Zombie Volume Properties Preview

Following on, unless you’re making a KFO map (don’t xD), leave the Tag alone and focus on Properties → ZombieVolume:

Zombie Volume Properties Panel


Custom Stuffs:

By default it works perfect, but there’re 5 properties here I’ve edited for extra functionality:

1. AllowPlainSightSpawns I’m only ~80% sure the code works, but enabling it never hurts during setup/testing. I have it enabled in the final release because spawn volumes are rubbish at recognizing SMs as sight blockers and I know this spawn is always hidden from player view anyway so it’s mostly a precaution.

2. MinDistanceToPlayer Self-explanatory ofc, this is the minimum distance (in straight-line x,y,z) between the ZVol and Player before proximity disables that spawn.

3. NoZAxisDistancePenalty As mentioned in the actor’s script, this ZVol won’t factor height (y) as a disabling distance. I have it enabled in this example because the zeds drop from a very high location.

4. SpawnDesireability KF runs its own algorithm to decide which spawn gets priority (usually distance-based). This property lets you influence that behavior. Default is around 3000 — I might raise it to 4000 for neglected spawns during testing, but rarely go below default. Take care, but experiment ofc. Balance is important.

5. OnlyAllowedZeds It's self explanatory I simply wish to emphasise it works. No broken TWI code here xD My example volume is small, but big enough for Stalkers :p Sometimes I disallow Bloats if the pathing is bordering blue coloured.


💡 Pro Tips:

  • Routes from ZVolumes should always be green. specimen are sensitive after spawning and need wide paths.
  • Partial distance fog (even if not opaque!) or blocking volumes count as LOS blockers if visibility is a problem for spawns.

### <u>*Problems?*</u>
- Rick your viewport headbar -> view-> paths to make sure your path hasn't deleted itself (it happens).
- Increase CanRespawnTime (3.0 should be good absolute minimum).
- Use Default values for other settings such as SpawnDesireability.
- Use Vertex Editing to expand your ZVol (+room).
- Use Sightblockers or compress your ZVol (assume bAllowPlainSightSpawns doesn't work).
If problematic you can then explore force path as an option (discussed in pathing).
- Ofc if bored of debugging building a new volume very often works for me.