ReD NeCKersoN wrote:The spawnpoints are bothering me, and others, as well ...
We discussed the weird spawning of WQ somewhere else, but I can't find die appropriate thread ATM. Since the placement of spawnpoints is somewhat important I figured it might be nice to have some information on this: I collected some stuff from the code (no guarantee that I got this right). This stuff only applies to DM and TDM games, oc course:
Spawnpoint flags:
- the "initial" flag tells the engine to use this spot if a players enters the game and spawns for the first time
- nobots tells the engine that ... well you know
- nohumans ...
I am not sure whether these have to be used like "nobots 1" as a key-value pair. This still needs some testing.
How does WQ determine a spawnpoint?
- All "telefragging" spawnpoints are ignored. That is, spawnpoints that are currently occupied (unless there are two few of them ...).
- The original SelectSpawnpoint function has been replaced by two custom functions (needed for Duels etc.). One simply selects a random non-telefragging spawnpoint (this one is apparently not used). The other one selects a spawnpoint that is furthest away from something else (don't know whether it uses the actual positions of players or other entities). If it's supposed to check the distance to the positions of other players, there must be a bug. My personal game experience tells me that that function doesn't work correctly
Anyway, the "furthestawayselection" logically favours spots that are located in border areas of a map. I observerd something similar while testing rivertown. Spawnpoints close to the center of the map are rarely used. Somebody told me, that he has made similar observations.
Breli