Now you want to add ROPlayerStart actors. These guys represent the individual player spawn. You will want to place one for each player spawning. If your spawn supports 32 players, then you will need 32 ROPlayerStart actors.
So click on the button next to (5). This opens the content browser which I discussed before. Change the tab to the (6) Actor Classes tab. This is an index of the actors you can place in-game. Actors represent objects that you can not see in the game but they have important functions to game play such as spawning, light, and cover. Find (7) ROPlayerStart and select it.
Now you want to go back to the 3D viewport and right click (8) somewhere on your terrain actor. This area will be where you want either the Axis or Allies to spawn. Click on the button (9) Add "ROPlayerStart Here". You will see an actor appear (8) that looks kind of like a jacks[www.shindigz.com]
I placed down 16 ROPlayerStart Actors for the (10) Allies spawn and 16 for the (11) Axis spawn.
Now we will add a ROVolumePlayerStartGroup. This is a volume or box that encompasses the ROPlayerStart actors. It allows you to tell the game that inside this box is a spawn point. We can designate which team the spawn point belongs to later in the Kismet.
Select one of your (12) ROPlayerStart actors. We do this so we can build the volume in this area. Next look for the (13) Cube button. A cube is the easiest volume to encompass all the ROPlayerStart actors. Right click on the (13) Cube button and you will see a (14) window appear. This is the Brush Builder window. You will see some (15) numbers. The default values for xyz are 256. That is a little too small so lets change it to 512 for each x, y, and z. Next click on (16) build.
You will now see a (17) volume that surrounds your ROPlayerStart actors. This is the builder brush and you use this brush like a paintbrush. Instead of paint, you will use volumes such as the ROVolumePlayerStartGroup that I mentioned earlier. So find the (18) Add Volume button and right click it.
You will see a list of volumes you can add but the one we want is (19) ROVolumePlayerStartGroup. Click on (19) that. You will want to follow the same steps to make a ROVolumePlayerStartGroup on your other spawn as well.
You should get something like this.
Next we will want to add an objective. Lets open up the (22) Content Browser again. Then select the (23) Actor Classes tab. Find (24) ROObjective. Now lets place the objective in the middle of your terrain so right click somewhere in the middle of your terrain and select (25) Add ROObjective Here.
Now we will need a objective volume. Basically this is the area that the game engine will use as the cap zone. Select your (26) ROObjective Actor. We do this so when we build our objective area it will center around the ROObjective actor. Next right click on the (27) Cube button and you will see the familiar (28) Brush Builder window. Change your x, y, and z to 512 and press build.
Next right click (30) Add Volume and find (31) ROPlaceableVolume and select that.
Now we want to tell the game that the ROPlaceableVolume that we just created belongs to the ROObjective actor that we created earlier. To do so, first open up your (32) Content Browser. Select the (33) Scene tab. The scene tab is an index of all the actors and content in the game level. Right now you probably don't have much. In the (34) Filter Text box, type in ROPlaceeableVolume. You will see that you have (35) one. Select (35) this.
Now select your (36) ROObjective Actor in your 3D viewport and press F4. This opens up the properties window.
You will want to search for (38) volume. Then select your (39) ROPlaceableVolume. It is important that you find the (40) Obj Volume because this is where you tell the game how to link up the volumes to the objective actor.
Now press the (41) arrow. This is the button for "Use selected object in Content Browser." You will see that you have successfully linked the (42) volume to the objective actor.
Now you should have something that looks like this.