Nothing's more annoying than spawning in a 4-1 situation, other than the occasional (yet for ME seemingly common) "chasecam spawn" where you'd down to 0 30 before you realize you aren't chasecamming anymore. Your thoughts.
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Fix Random Spawns in CA >:o
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Stung: Spawning between members of the other team is just the luck of the draw. Sucks, but purely random chance. Spawning where your chasecam was is an old flaw in quake, whereas (like in dm/ctf) you respawn sometimes where you died.
I'll try to track that down and eliminate this happening. Maybe by adding a delay before it picks a spawnpoint.
CAT: Extra spawnpoints were added because people were getting "pushed" into walls/floor on bigger games for dm3. Dm3 wasnt made for more than a 4 on 4there are only 5 "original" spawnpoints. I looked at the CACE code and it doesnt do more than original RocketArena, by adding velocity forward as the player spawns. "self.velocity = v_forward * 320".
Suggestions?
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I've played a lot of games of CAx and haven't seen any spawns in any of those games. I thought I saw a zombie once, though, but it was just Zop.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Baker gave me an idea for a threade|------------------------0---------------
B|---------------0^1----------------1----
G|---------------2------2------0^2-------
D|---------------2-------2--2-------------
A|---------------0------------------------
E|----------------------------------------
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Originally posted by R00k View PostStung: Spawning between members of the other team is just the luck of the draw. Sucks, but purely random chance. Spawning where your chasecam was is an old flaw in quake, whereas (like in dm/ctf) you respawn sometimes where you died.
I'll try to track that down and eliminate this happening. Maybe by adding a delay before it picks a spawnpoint.
CAT: Extra spawnpoints were added because people were getting "pushed" into walls/floor on bigger games for dm3. Dm3 wasnt made for more than a 4 on 4there are only 5 "original" spawnpoints. I looked at the CACE code and it doesnt do more than original RocketArena, by adding velocity forward as the player spawns. "self.velocity = v_forward * 320".
Suggestions?
To the latter: with the limiting of teams to 4 active players at a time, it seems that the random spawns are now pointless. Cat has outlined plausible solutions (as to which 2 spawnpoints to keep, and which to eliminate entirely in another post)
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Using sequential spawn order would create a systematic approach to the game.
If you spawned back hall first, then you would spawn lifts second, then Ra tunnel, Ya, RL, etc in order. For 2 on 2 games, you could keep track of where the opponents would spawn. Would this make the game more challenging or just take out the problematic way of sometimes spawning in a crowd of the enemy team? Sometimes the skill of a game is learning the nature and being able to logically predict whats going to happen next. Whereas pure random nature relies on reflex and impulse. Alternately, we could have very specific spawn points for each team, ie blue team gets back hall, red armor room, ra tunnel and nailboxes, RED team gets RocketLauncher , yellow armor, bridge, pent window.
I'm not sure how much more fun CA would be but would be interesting to see the difference of , Random Spawn order, Sequential Spawn sequence, or FIXED spawn placement.
Wow, I guess I had too much coffee this morning
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