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SpawnLocation

SpawnLocations, or "spawns" determine where a Player respawns when they die. They can be configured to allow only certain players to use each spawn, using Teams. They also control how ForceFields are set up for newly-spawned players.

Member index 5

HistoryMember
731AllowTeamChangeOnTouch: bool
731Duration: int
731Enabled: bool
731Neutral: bool
731TeamColor: BrickColor
inherited from Part
731Shape: PartType
inherited from FormFactorPart
731FormFactor: FormFactor
inherited from BasePart
731Anchored: bool
731AssemblyAngularVelocity: Vector3
731AssemblyCenterOfMass: Vector3
731AssemblyLinearVelocity: Vector3
731AssemblyMass: float
731AssemblyRootPart: BasePart
731AudioCanCollide: bool
731BackSurface: SurfaceType
731BottomSurface: SurfaceType
731BrickColor: BrickColor
731CFrame: CFrame
731CanCollide: bool
731CanQuery: bool
731CanTouch: bool
731CastShadow: bool
731CenterOfMass: Vector3
731CollisionGroup: string
731CollisionGroupId: int
731Color: Color3
731CurrentPhysicalProperties: PhysicalProperties
731CustomPhysicalProperties: PhysicalProperties
731EnableFluidForces: bool
731ExtentsCFrame: CFrame
731ExtentsSize: Vector3
731FrontSurface: SurfaceType
731LeftSurface: SurfaceType
731Locked: bool
731Mass: float
731Massless: bool
731Material: Material
731MaterialVariant: string
731PivotOffset: CFrame
731Reflectance: float
731ResizeIncrement: int
731ResizeableFaces: Faces
731RightSurface: SurfaceType
731RootPriority: int
731Rotation: Vector3
731Size: Vector3
731SpecificGravity: float
731TopSurface: SurfaceType
731Transparency: float
731brickColor: BrickColor
603AngularAccelerationToTorque(angAcceleration: Vector3, angVelocity: Vector3 = 0, 0, 0): Vector3
573ApplyAngularImpulse(impulse: Vector3): null
573ApplyImpulse(impulse: Vector3): null
573ApplyImpulseAtPosition(impulse: Vector3, position: Vector3): null
573BreakJoints(): null
557CanCollideWith(part: BasePart): bool
462CanSetNetworkOwnership(): Tuple
576GetClosestPointOnSurface(position: Vector3): Vector3
648GetConnectedParts(recursive: bool = false): Instances
648GetJoints(): Instances
486GetMass(): float
567GetNetworkOwner(): Instance
567GetNetworkOwnershipAuto(): bool
648GetNoCollisionConstraints(): Instances
678GetPhysicsCost(): float
462GetRenderCFrame(): CFrame
731GetRootPart(): Instance
648GetTouchingParts(): Instances
557GetVelocityAtPosition(position: Vector3): Vector3
648IntersectAsync(parts: Instances, collisionfidelity: CollisionFidelity = Default, renderFidelity: RenderFidelity = Automatic): Instance
486IsGrounded(): bool
573MakeJoints(): null
462Resize(normalId: NormalId, deltaAmount: int): bool
573SetNetworkOwner(playerInstance: Player = Player): null
573SetNetworkOwnershipAuto(): null
648SubtractAsync(parts: Instances, collisionfidelity: CollisionFidelity = Default, renderFidelity: RenderFidelity = Automatic): Instance
603TorqueToAngularAcceleration(torque: Vector3, angVelocity: Vector3 = 0, 0, 0): Vector3
648UnionAsync(parts: Instances, collisionfidelity: CollisionFidelity = Default, renderFidelity: RenderFidelity = Automatic): Instance
731breakJoints(): null
731getMass(): float
573makeJoints(): null
731resize(normalId: NormalId, deltaAmount: int): bool
483LocalSimulationTouched(part: BasePart)
462OutfitChanged()
731StoppedTouching(otherPart: BasePart)
483TouchEnded(otherPart: BasePart)
483Touched(otherPart: BasePart)
inherited from PVInstance
731Origin: CFrame
731Pivot Offset: CFrame
576GetPivot(): CFrame
573PivotTo(targetCFrame: CFrame): null
inherited from Instance
731Archivable: bool
731Capabilities: SecurityCapabilities
731IsInSandbox: bool
731Name: string
731Parent: Instance
731PredictionMode: PredictionMode
731Sandboxed: bool
731UniqueId: UniqueId
576AddTag(tag: string): null
573ClearAllChildren(): null
462Clone(): Instance
573Destroy(): null
486FindFirstAncestor(name: string): Instance
486FindFirstAncestorOfClass(className: string): Instance
486FindFirstAncestorWhichIsA(className: string): Instance
486FindFirstChild(name: string, recursive: bool = false): Instance
486FindFirstChildOfClass(className: string): Instance
486FindFirstChildWhichIsA(className: string, recursive: bool = false): Instance
486FindFirstDescendant(name: string): Instance
563GetActor(): Actor
486GetAttribute(attribute: string): Variant
462GetAttributeChangedSignal(attribute: string): RBXScriptSignal
631GetAttributes(): Dictionary
648GetChildren(): Instances
462GetDebugId(scopeLength: int = 4): string
707GetDescendants(): Instances
486GetFullName(): string
706GetStyled(name: string, selector: string?): Variant
657GetStyledPropertyChangedSignal(property: string): RBXScriptSignal
576GetTags(): Array
576HasTag(tag: string): bool
486IsAncestorOf(descendant: Instance): bool
486IsDescendantOf(ancestor: Instance): bool
664IsPropertyModified(property: string): bool
698QueryDescendants(selector: string): Instances
573Remove(): null
576RemoveTag(tag: string): null
664ResetPropertyToDefault(property: string): null
573SetAttribute(attribute: string, value: Variant): null
462WaitForChild(childName: string, timeOut: double): Instance
731children(): Instances
731clone(): Instance
731destroy(): null
731findFirstChild(name: string, recursive: bool = false): Instance
731getChildren(): Instances
731isDescendantOf(ancestor: Instance): bool
731remove(): null
462AncestryChanged(child: Instance, parent: Instance)
462AttributeChanged(attribute: string)
462ChildAdded(child: Instance)
462ChildRemoved(child: Instance)
462DescendantAdded(descendant: Instance)
462DescendantRemoving(descendant: Instance)
500Destroying()
657StyledPropertiesChanged()
731childAdded(child: Instance)
inherited from Object
731ClassName: string
731className: string
647GetPropertyChangedSignal(property: string): RBXScriptSignal
647IsA(className: string): bool
731isA(className: string): bool
647Changed(property: string)

Description

SpawnLocations, or "spawns" determine where a Player respawns when they die. They can be configured to allow only certain players to use each spawn, using Teams. They also control how ForceFields are set up for newly-spawned players.

SpawnLocations can be used as checkpoints, such as in an obstacle course, using the SpawnLocation.AllowTeamChangeOnTouch property, so that when a player touches it, they will change teams to the SpawnLocation's team. In this case, only the first Team should have Team.AutoAssignable set to true, else players will not start at the first checkpoint.

Note if a SpawnLocation is added to the Workspace in Studio with SpawnLocation.Neutral set to false a Team will be created corresponding to SpawnLocation.TeamColor if it does not already exist. This behavior does not occur when spawns are created in-game using a Script or if the properties of the SpawnLocation are changed after already being added. It is recommended that developers always set up their teams manually and not rely on this behavior.

Spawning Rules

There are several rules that come into play for a given SpawnLocation when a player respawns:

See also:

  • If you'd like to configure how long it takes for a player to respawn, take a look at the RespawnTime property

History 35

Members 5

AllowTeamChangeOnTouch

TypeDefault
boolfalse

Allows a Player to join the team by touching the SpawnLocation. When set to true, if a Player character comes into contact with the SpawnLocation, the player's Player.TeamColor will be set to SpawnLocation.TeamColor. Player.Neutral will also be set to SpawnLocation.Neutral upon contact, meaning a player can also become neutral by touching a spawn location.

This will not function when SpawnLocation.Enabled is set to false.

Making Checkpoints

This feature is often used to make checkpoints in obstacle courses or similar games.

History 6

Duration

TypeDefault
int10

The length of time, in seconds, that a ForceField will be applied to a Player character spawning at this SpawnLocation. If Duration is zero, the ForceField is never created, and it will not trigger the Instance.DescendantAdded or Instance.ChildAdded events.

This default value of this property is 10 seconds.

The duration feature allows developers to easily give Players protection from 'spawn killing' which can be a frustrating experience for players. Note, ForceFields will only protect users from Explosions and weapons that use Humanoid:TakeDamage() to deal damage or otherwise check for a ForceField.

History 6

Enabled

TypeDefault
booltrue

Sets whether or not the SpawnLocation is enabled. When disabled players cannot spawn at the SpawnLocation and the SpawnLocation.AllowTeamChangeOnTouch functionality is disabled.

This property provides the most convenient way of preventing Players from spawning at a spawn.

Note, although team changing on touch using SpawnLocation.AllowTeamChangeOnTouch is disabled when Enabled is set to false, other touched events using BasePart.Touched will still fire.

History 6

Neutral

TypeDefault
booltrue

Whether or not a spawn is affiliated with a specific team. This means that any Player, of any Team, can spawn on it if this property is set to true.

If Neutral is set to false, only players whose Player.TeamColor is equal to SpawnLocation.TeamColor can use the SpawnLocation.

If SpawnLocation.AllowTeamChangeOnTouch is true Player.Neutral will be set to this property upon contact with the spawn.

History 6

TeamColor

TypeDefault
BrickColor

The TeamColor property sets what team the SpawnLocation is affiliated to. If SpawnLocation.Neutral property is false, only Players with the same Player.TeamColor as the spawn's TeamColor will be able to spawn there.

If SpawnLocation.AllowTeamChangeOnTouch is true Player.Neutral will be set to this property upon contact with the spawn.

History 6

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