Infection Bug Where Items and Scripts Don't Spawn

This is an issue that’s been around for over a year where items and scripts will not appear in all rounds of infection.
Everything in the map will work perfectly for the 1st and 3rd round. During every other round however, all or some of the scripts will be completely inactive as well as objects not appearing.

Does anyone know a work around for this bug? Just spent a week on a new infection map that’s all ready to go but with this bug it might as well be un-playable.
Any insight would be amazing,
Thanks all!

I had a problem too in 1st and 3rd round but instead of objects not appearing I couldnt pick up any weapon, grenade, use doors etc. (others in my game couldnt either)

It can be fixed with scripts.
A while back I saw ‘Forge Labs’ having a simular issue.(spawns on a prop hunt map)
And asked for community help, it was figured out.

The problem and solution are on youtube, but on separate videos.

Do you have the names of the videos?

> 2533274983213185;3:
> It can be fixed with scripts.
> A while back I saw ‘Forge Labs’ having a simular issue.(spawns on a prop hunt map)
> And asked for community help, it was figured out.
>
> The problem and solution are on youtube, but on separate videos.

Do you have the names of the videos?

> 2533274880825545;4:
> Do you have the names of the videos?
>
>
> > 2533274983213185;3:
> > It can be fixed with scripts.
> > A while back I saw ‘Forge Labs’ having a simular issue.(spawns on a prop hunt map)
> > And asked for community help, it was figured out.
> >
> > The problem and solution are on youtube, but on separate videos.
>
> Do you have the names of the videos?

(Link)The comments have some tips.

I could help later today.
But try using ‘on round start’ condition to force spawning.

This thread has more information on the bug.

I’ve experienced this bug many times when making my “Escape The…” maps. The ways I have now settled in solving the problem for my maps are:

  • Limit the number of objects to below 1400. This will ensure all objects will spawn on every round. (It’s is important not to go over this whilst forging as well, as bugs will start to appear). - Try to limit the number of scripts by reducing them where ever possible. For example, let’s say I’ve got an elevator group made of 100 pieces. Instead of adding a move script to that (which would use 100 of the script budget), I would simply label the elevator User: Alpha, and elsewhere have a script that moves that label instead. This only uses 1 script. - Place any “important” scripts first on the map. The bug only affects recently placed objects. This includes objects such as spawn points and teleporters (as although they don’t use the script budget, they are still be scripted with instructions of use).Some of the above will be difficult to achieve if you’ve already built the maps. Try to reduce the object limit on the affected maps to solve that problem. With the scripts, pick up and move unimportant scripts and place them down again, then they’ll be the recently placed buggy objects.

It is also important to note that the following are separate issues:

  • If boundary check scripts are not working, then it appears to be based on their own numbers. The more boundary check scripts you have, any more that are placed will begin to stop working. - Script brains can be themselves quite buggy. I now only use 1x1x1 blocks for scripting and I hide them off map. (Do remember though that if you move them off the map last, then they’ll be affected by the recently placed script bug).In terms of the issue being fixed, I pestered Tom French (former head of Forge) on Twitter about th3 bug. He thought it might have been related to the map corruption problem a while back, but when that was fixed, this bug still happened. He concluded that he doesn’t know what is causing this issue, so I believe it is unlikely to be fixed.

Thank you all for the replies this community is amazing!

> 2533274884447055;6:
> This thread has more information on the bug.
>
> I’ve experienced this bug many times when making my “Escape The…” maps. The ways I have now settled in solving the problem for my maps are:
> - Limit the number of objects to below 1400. This will ensure all objects will spawn on every round. (It’s is important not to go over this whilst forging as well, as bugs will start to appear). - Try to limit the number of scripts by reducing them where ever possible. For example, let’s say I’ve got an elevator group made of 100 pieces. Instead of adding a move script to that (which would use 100 of the script budget), I would simply label the elevator User: Alpha, and elsewhere have a script that moves that label instead. This only uses 1 script. - Place any “important” scripts first on the map. The bug only affects recently placed objects. This includes objects such as spawn points and teleporters (as although they don’t use the script budget, they are still be scripted with instructions of use).Some of the above will be difficult to achieve if you’ve already built the maps. Try to reduce the object limit on the affected maps to solve that problem. With the scripts, pick up and move unimportant scripts and place them down again, then they’ll be the recently placed buggy objects.
>
> It is also important to note that the following are separate issues:
> - If boundary check scripts are not working, then it appears to be based on their own numbers. The more boundary check scripts you have, any more that are placed will begin to stop working. - Script brains can be themselves quite buggy. I now only use 1x1x1 blocks for scripting and I hide them off map. (Do remember though that if you move them off the map last, then they’ll be affected by the recently placed script bug).In terms of the issue being fixed, I pestered Tom French (former head of Forge) on Twitter about th3 bug. He thought it might have been related to the map corruption problem a while back, but when that was fixed, this bug still happened. He concluded that he doesn’t know what is causing this issue, so I believe it is unlikely to be fixed.

Thank you so much for this post very detailed I will definitely post back after trying out these ideas. When I brought the object budget down to 950 on a duplicate map everything worked perfectly but hoping with your post that I won’t have to delete as much

I ended up reducing the object budget to 970 now everything runs perfectly.

I would say 1000 is the magic number for light baked objects

Glad to hear you worked around it! I agree, light baked objects are a pain, and I have even seen reports of them turn invisible sometimes!

I believe you are correct about the 1000 objects thing. The Forge used to have an object limit of 1024, and when they increased it, I reckon they forgot to change a setting somewhere so the game struggles to load anything above that. It is important to note that when they brought out the update when they increased the number of objects to 1600, they did mention a warning that the more objects you have the more unstable the game will become.