STEAM 组
Sernix Coop Insurgency SCINS
STEAM 组
Sernix Coop Insurgency SCINS
51
游戏中
445
在线
成立于
2015 年 1 月 29 日
语言
英语
国家/地区
United States 
正在显示第 71 - 80 项,共 1,013 项条目
2
Folder for Custom Textures in Hammer
4
Penta-Towers Map - Release - First Draft
3
M249 Problem
8
Team Killer
15
Defense Respawns
Sorry I didn't address the spawn issue head on, I was focusing more on our spawning.

Modding spawn points in hammer is a big no no.. the effort to make the edit, recompile the map, build cubes, pack it, and upload it, then verify you did it all right else rinse and repeat isn't worth the fix unless its substantial and or can't be fixed another way.

Improving spawn points further has been a thing I wanted to do but is a ton of work. Right now for dust I can adjust minimum distance specifically for that map which I probably did already but can do further.

For future, two ways:
1.) Manually create logic (at least finale spawns) to spawn bots around specified points for maps with crappy finale counter attack. This is tedious work but since only some maps are broken, it wont be too bad. Basically if vanilla finale spawn point for bots is F, make it B since B is the best spawn point that closes distance gap and is also still a fair distance away.

2.) Longer term amazing way. Introduce nav spawns again. The problem with nav spawning though is there is over 2000-5000+ potential spawns to loop through each time for each bot death = lag. So a logical method would be to create spawn arrays at the load of the map and separate spawn by distance to point. So if players are assaulting point A, bots nav spawn only around A, then B, and so forth. This will hopefully break the spawns up into 100-500 spawns per point which may be too much still and also may vary per map.

The other issue with nav-spawning is many maps embed their .nav file into the .bsp file which tells sourcemod: "NO NAV FILE FOUND", I'll have to extract each one out server-side to get them to work properly and must do this for all future maps.. just tedious thats all. First is to write the code logic which shouldnt be too hard but testing, debugging, tweaking all takes time. I can probably worst case scenario cap the nav-spawn amounts.

Engineers creating spawn points can be accidental and trolly/annoying. I'd have to program a toggle to disable spawning on engineer points but even if I did that, most people wouldn't know where the point was even unless it was a very communicative team-working server but we have to think about the server that is not very communicative which can cause annoyance/confusion etc..

Engineers already have a big plate.. we need to spread roles around and giving squad leaders the spawn point perk gives them more of a role. With team waves constantly spawning, that role becomes more apparently.
11
Engineer refunds
15
Defense Respawns
正在显示第 71 - 80 项,共 1,013 项条目