The term respawn may be used to refer to either the act or event of respawning, the place in which it occurs, or the reappearance of map pickups after they have been used, such as Ammo and Health packs. The game respawns players in waves in order for them to appear together with other players who died at a similar time, thus forcing them to work together. Ammo and Health kits take around 10-20 seconds to respawn.
Cs 1.6 Respawn Plugin
The time it takes for the respawn wave to occur after being killed, or respawn time, is variable, and a countdown is shown at the top of your HUD when your character has died. Respawn waves occur at regular intervals and are based on the map settings. Most official maps use a 10-second respawn wave time. Those 10 seconds are then modified by the map state, generally reduced for the team that controls the most capture points. Each team's respawn wave time is then scaled down when the team has less than 8 players in it. The minimum respawn wave time is 5 seconds, occurring when the team has 3 or less players in it. When you die, you are assigned to the respawn wave after the next one. Therefore, if the respawn wave time is currently 10 seconds for your team, you will respawn somewhere between 10 and 20 seconds after your death. Your individual performance does not affect the respawn wave time in any way.
Some servers feature instant respawn times where the waiting period for players to respawn is drastically reduced or even eliminated for all players. Servers can use either third-party custom plugins to enable this feature or the in-built command mp_disable_respawn_times. The amount of time between death and actual respawn can vary if the server forces the Deathcam to be displayed.
The respawn area refers to where newly-joined and resurrected players are placed. On some maps, this may be a separate room from the resupply area. Frequently, the two areas overlap and there is no visible distinction between the two. The use of the respawn area as a separate room is frequently found on Capture the Flag maps. In this case, there are sometimes automatic double doors leading to the resupply area. These doors frequently may only be opened from the inside, and when present provide one of the few safe places during Humiliation.
You may change your class within the respawn area without committing suicide. On most maps, it is also safe to change class within the resupply area, even if they are separate rooms. The point where you respawn is randomly chosen, but on Control Point maps, it is often determined by which control points your team has control over. Note that changing classes may at times instantly place you in a different respawn area if more than one is present.
In the VPK files of Team Fortress 2, and in unused sound effects, there is a turret that may have been intended to guard the respawn area rather than the eventual invisible wall, similar to Team Fortress Classic.
The resupply area is a room which is generally safe from opponents and provides you with Resupply lockers to replenish your health and ammunition. Depending on the map, this area may be adjacent, separate, or even overlapping to the respawn area. Most resupply areas contain one or more Resupply lockers which instantly provide full health, metal, and ammunition (including refilling all of your weapons' magazines) upon opening. They also are able to remove the effects of Jarate and Mad Milk, stop bleeding, and extinguish afterburn. Using a Resupply locker also allows players to switch between hats and/or weapons if they have already respawned, therefore eliminating the need to switch between classes in order to update your weapon loadout (unless you have the option 'Automatically respawning when you change your loadout' checked). As an honorbound Demoman or Soldier with the Half-Zatoichi out, touching a Resupply locker will allow you to switch weapons without losing health. Finally, using a Resupply locker will recharge the explosive in the Ullapool Caber, and give another Razorback to a Sniper who has been backstabbed while wearing one. To open a Resupply locker, the player must simply walk near it. Note that Resupply lockers cannot be opened during Sudden Death or by the losing team during Humiliation.
If you kill an enemy like a giant then revisit the area 2 to 9 days later you will find the body has disappeared. But the side effect of this is that the respawn timer breaks. And after this no amount of waiting will allow a respawn.
I'm assuming that by "courtesy exit," you're referring to the fact that some dungeons have an exit at the very end that can then be re-entered from the outside. If that's the case, then the article is incorrect; these exits do NOT always "re-lock" when the area respawns. For example, Forelhost has such an exit that's locked and requires a key. However, I've gone back to that dungeon many times after it respawns (PS3) and that door always remains unlocked.
Okay, so I've been reading up on "dungeons" that have non-respawning containers because I am considering using one of these as my house, but what I'm wondering is if a dungeon is considered non-respawning, is it just the containers that don't respawn or does everything not respawn (enemies, loose items, weapon racks, etc.) Also, if you drop a loose item in the Skyrim cell will it stay there forever or will it eventually disappear? I looked all over for answers and can't find any. Please help.--ElementalDud 14:35, 14 July 2012
1.It seems that weapons and shields dropped by many generic enemies will never disappear on the ground.If the whole place has respawned,they may be picked up by newly-respawned nearby enemies.When I loot their bodies,I can find two sets of weapons/shields.Is these all right?
2.I'm not quite sure if it is a commom bug.Some outdoor places may have "incomplete respawn".The chests/plants there can respawn normally,but occupants/items will never respawn.For myself,two locations have this problem,Ruins of Rkund and Greenspring Hollow(They do have normal respawn time).Another one is Four Skull Lookout,as is shown in its discussion page.Do you have any ideas about this?
4. Various flora objects in the world will simply never respawn their contents, leading to a permanently despawned world of plants and an eventual shortage on alchemy ingredients. There's a mod out there that fixes this, but the solution is rather drastic and invasive and not something I'd recommend using.
Fourskull Lookout - The enemies are not intended to respawn. They're based on templates of actors who don't. Greenspring Hollow - The items there are all tied to an XMarker which I'm presuming gets disabled at some point. The CK isn't telling me which script it is, so it's probably a dynamic alias somewhere. Ruins of Rkund - Same as Fourskull. The enemies are not set to respawn here.
Respawns at specific places vary widely. Sometimes because of the encounter zone they're in. Sometimes because individual parts are not set to respawn. The 10/30 day cycle is just a general rule.Arthmoor (talk) 06:37, 9 April 2013 (GMT)
There is nothing in the article about if or when will respawn stores and houses that have been "cleared". For a thief character this is important to know. Shelves in shops seem to respawn all right, but I'm not sure about chests or houses where we broke in, and strongboxes somehow never seem to respawn at all (tested in the Winking Skeever, an easy place to steal from). Also, for respawning purposes it's said not to enter the cell or the time will reset, but what's exactly a cell? The shop/house, the city...? Some insight here, please. --Iconoclasta (talk) 11:10, 9 March 2013 (GMT)
I had an issue with a game disc, and because of it, it seems that Silent Moons Camp is bugged. I have never been there on the file, and when I approach it, the game freezes. I think if it respawns, it might work again, but since I can't approach it, it might never respawn. Am I correct in assuming it won't?
"Ore veins (all types) sometimes do not respawn normally. See Mining (Bugs) and elsewhere on that article and its talk page." This doesn't tell viewers when ore veins do normally respawn just that sometimes they don't. The mining page doesn't say either. Could someone find how long it takes and add it to the page? --ZinnLav (talk) 06:46, 16 September 2013 (GMT)
It seems like the Sweetroll in Breezehome doesn't respawn but some Apple Dumplings in BYOH do. I have also heart rumours about certain items or food sacks in purchased properties could respawn but there are only rumours. -Joshua.yathin.yu (talk) 18:37, 19 January 2017 (UTC)
So, yea, I was fooling around with Dead Thrall spell, dragging NPCs all around the world... And noticed some of the NPCs ceased to respawn for me (e.g. Valtheim Towers Chief and Extortion-Bandit (the Bandit who talks to the Player).
And then I took Unlucky Wood Elves into Whiterun (Near Pale Hearthfire Home they lie dead, and one of them has a Treasure map). And their corpses persisted in Whiterun Worldspace for months, and Adrianne was forced to look at them all day... And then I took them into Isolda's house, and some time after - they respawned where they should have been.
Bah, I think, actors only respawn when their current cell respawns, not when their original cell does, and IF they are not in their original cell, they can be just deleted forever (although not always, circumstances leading to deletion unknown).
Players will also re-spawn on this location upon death when they have not used a bed or changed their individual spawn point. A lot of servers, through the use of mods or plugins, have a /spawn command which allows a player to teleport back to the world's spawn point. 2ff7e9595c
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