# King of the Hill — Spawn Zone & Player Activation Players are not automatically active when the game starts. They must enter the spawn zone, which triggers the activation lifecycle: inventory save, item giving, game mode change, and HUD display. --- ## What Activation Does When `SetPlayerStatus ACTIVE` fires for a player, the runtime: 1. Saves their current inventory (if `SavePlayerInventory = true`, the default). 2. Gives them their start items or assigned loadout (if any defined in the definition). 3. Applies `RequiredGameMode` (`Adventure` in this tutorial). 4. Shows the HUD (since `ShowHud = true`). This only happens once per player per game. If the same player re-enters the spawn zone it is harmless — the runtime ignores duplicate ACTIVE requests. --- ## Spawn Zone Volume Place this volume at the area where players begin the round — typically a platform or small room at the edge of the arena that all players pass through when the game starts. **Volume type:** Enter trigger **Tags:** | Tag | Value | |---|---| | `MinigameId` | `King_Of_The_Hill` | | `MapId` | `Hillside` | **Conditions:** | Condition | Fields | Purpose | |---|---|---| | `PlayerInMinigame` | `MinigameId = King_Of_The_Hill` | Only fires for players who are actually in the runtime (not random passersby). | | `MinigamePhase` | `MinigameId = King_Of_The_Hill`, `Phase = ACTIVE` | Prevents accidental activation while players are still in the lobby countdown. | **Effects:** | Effect | Fields | |---|---| | `SetPlayerStatus` | `MinigameId = King_Of_The_Hill`, `Status = ACTIVE` | | `SetSpawnPoint` | `MinigameId = King_Of_The_Hill`, `DestinationId = 100,64,200` *(replace with your spawn coordinates)* | > The `SetSpawnPoint` stores a respawn destination for each player. When a player dies during the game, the runtime automatically respawns them at their stored checkpoint. Replace `100,64,200` with the actual world coordinates of your spawn area center. You can also use the format `world_name,X,Y,Z` if the spawn is in a different world. --- ## How Players Get to the Spawn Zone In a typical KOTH setup, players are somewhere in the arena or lobby when the game starts. You have two options: **Option A — Players walk there.** The spawn zone is accessible from the lobby area. When the game starts and phase becomes `ACTIVE`, players walk through the spawn zone on their way into the arena. This is the simplest approach and works well when the lobby and arena are adjacent. **Option B — Teleport on game start.** Add a `SignalPhaseStart=ACTIVE` signal volume (covered in `06-round-signals.md`) with a `RespawnPlayer` effect. This teleports all active players to their spawn on phase change. For this tutorial, Option A is assumed. If using Option B, `RespawnPlayer` resolves the destination using the player's stored checkpoint from `SetSpawnPoint`, so the activation volume still needs to fire first. Consider placing the spawn zone between the lobby exit and the arena entrance so it is always traversed. --- ## Respawn on Death Because `SetSpawnPoint` is called at activation, player deaths during the game automatically respawn at those coordinates. No additional setup is required for basic respawning. If you want players to respawn with a delay or only when a specific condition is met, add a `RespawnPlayer` effect to a separate signal or death-event volume.