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^Find this actor under Keypoint -> Scripted Sequence -> Scripted Trigger
Set up actions WaitForEvent (whatever) , delete Actor (actor tag = ZombieVolume[1]?), GoToAction 0
As long as you know how to set up an event and what you want to base it on that will work.
idk how you'd be able to toggle it enabled again but alternatively if the spawn area is blocked off you could use Triggered Blocking Volume or whatever it's called to trap zeds inside that area and the spawn volume might kill the "stragglers" of it's own accord - I believe the custom blocking volume is a feature of ScrnStoryMode, or maybe FallTriggerPack? But I've tested it so Ik that works lol
A lot of things are broken in SDK but scripted triggers can often provide a workaround if anything.
If all that fails try make a mutator or ask for one with a fix for your problem D:
There might have been a force MoveToPoint scripted trigger action as well (for moving actors? xD). But I haven't tested those given I work with objective mode a lot, lol.
If proxy trigger is a problem can't you cause events (disabling the teleporter) when players enter a zone?
That way you only need a zone portal and zoneinfo actor.
What you have sounds fine but if you're not satisfied just test a million things.
Have fun :P
PS: would you like to try my first map& :) (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2384254166)
To bypass NotifyNewWave(), set ToggledEnabledEvent=Tag (the value of the Tag property of the same ZombieVolume). When NotifyNewWave() changes bVolumeIsEnabled property, it triggers ToggledEnabledEvent, which, in turn, will trigger itself end change bVolumeIsEnabled back to the original value.