UT Tutorials:
- Index
- Phased Sounds
- Stochastic Spawning
- Zero-G Zones
Stochastic Spawning:
As I've already elaborated on elsewhere, the level designer can discourage spawncamping by putting a bit more thought into map layout and playerstart locations. Here's a way a level designer can fight back:
Take one stochastic trigger. Set InitialState to AlwaysActive. Set probability high, then max and min recheck times short enough to switch regularly during a deathmatch.


Increasing the number of playerstarts discourages spawncamping, but one of the worst ways to place playerstarts is opposite each other. Due to the stochastic trigger that can be disregarded. If you have a playerstart in an alcove, shift it to the corner, and place another playerstart in the opposite corner:

Place your playerstarts in pairs where applicable. By placing them in corners, you prevent the pair being camped with one firing line. If either playerstart of a pair were alone, it could easily create an ideal spawncamping spot, but in corners the ideal spawncamp spot will result in a telefrag sooner or later.
Now, set the properties of one playerstart from each pair to "bEnabled : False", and then set the tag of all the paired playerstarts to the one you put in the event list of the Stochastic Trigger.

The bEnabled property will only work how it should after you rebuild the paths. Now, because of the trigger setup and property tweaking, you have two sets of playerstarts, only one set of which will be active at any time.
Players won't spawn in close proximity to each other, and spawncampers won't be able to know which spawnpoint of any pair is active, so will risk being blindsided or telefragged if they camp.