Map scripts with fixed autospawn points


(Rain) #1

Sick Boy noted in another thread that the spawn counters sometimes misbehave. I’d noticed this a while back, but had been too lazy to actually go and fix the problem until he noted it… but now, I offer for public consumption and testing, fixed map scripts:
http://plugh.us/et/fixed-autospawn-scripts.zip
or, for people who’ve already changed their map scripts, a diff:
http://plugh.us/et/fixed-autospawn-scripts.diff

The problem occurs because of the way setautospawn is used in some of the map scripts–according to digibob, the command map was not originally planned to show the number of players spawning at each point, so this problem never cropped up; however, since it does now, autospawns always need to be set to the area players really will be spawning at.

For example:
In oasis, the auto-spawn point for both teams is ALWAYS the old city. Players always spawn at the correct point because the game looks for the closest usable spawn point to the autospawn area (and when one team has the flag captured, the other team’s spawn points aren’t usable.) The counters, however, always use the selected spawn point (and it would be difficult to change this), so the flag will normally display a tally of players from both teams (and the actual spawn point, whether it be in the allied camp or the axis garrison, will display 0 players.)

I chose oasis for my example for a specific reason, though: when the autospawns are set correctly, the spawn points in oasis are handed out in a very noticably different order (because players now spawn as close to the location of that spawnpoint marker as possible, versus spawning as close to the old city (the previously selected autospawn) as possible.) You will still spawn in the correct spawn area, but the spawn points seem to be roughly backwards from the way players are accustomed to.

None of the other maps are so drastically changed, and the oasis change probably doesn’t matter that much, but I wanted to mention it so that people aren’t caught terribly off-guard if they try the scripts.

Happy fragging,


(Vetinari) #2

does this fix the problem for allies on radar when your chosen spawn point at the command post is lost (i.e. blown up by axis) you’ll spawn at the villa instead of the forward bunker? the forward bunker should be the default spawn point once it’s secured by blowing the main gate


(Ragnar_40k) #3

You set your spawn manually to the command post and so you override the autospawn. When the CP is lost you will be routed to the closest spawn near to this. And I guess the Villa spawn is closer to the CP than the Bunker spawn (as the crow flies).