Spawn system

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Spawn system

Postby foksieloy » 2010-12-14 08:58:20

I received this question by e-mail:

"I don't know if this is a bug or not, but I cannot get the spawn system to work properly. I have "Spawn System" set to "0" for vq3. I've been playing capture the flag and noticed that players (including myself) would spawn in the enemy base."

The issue has been opened as our new flyspray's first entry: http://www.edawn-mod.org/flyspray/index ... &task_id=1
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foksieloy
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Joined: 2010-12-13 18:39:11

Re: Spawn system

Postby crs9683 » 2010-12-14 23:14:42

Here's my ruleset:
Code: Select all
/*
    Excessive Dawn 0.9.9 default ruleset
*/



//     following parameters is not a part of default ruleset
//     (because they are actually cvars) but can be set anyway from any custom-made ruleset:
//   
//    g_unlagged: 1;
//    g_solids: 0;
//    g_speed: 320;
//    g_gravity: 800;
//    g_matchMode: 1;
//    g_inactivitySpectator: 180;
//    g_chatProtection: 0;
//    g_muteSpectators: 0;
//    g_chatDelay: 1;
//    g_teamBalance: 0;

Config
{
    Name: "ctf"
    Date: ""
    Author: ""
}

    Physics: 0;
    // Air physisc, bit values:
    // 1 - direction control in air
    // 2 - strafe control in air
    // 4 - air stop control
    // CPM physics = 1+2+4

    Accelerate: 10;   
    // ground acceleration
    // set to 15 for CPM physics

    Friction: 6;
    // ground friction
    // set to 8 for CPM physics

    Z Knockback: 24;
    Z Self Knockback: 24;
    // Extra knockback added to direction vector in case of radius(splash) damage
    // CPM physics = 40

    PM Flags: overbounce;
    // Misc. physics flags:
    // overbounce  - 1
    // double jump - 2
    // slope jumps - 4
    // sharp slide - 8
    // default value for xp and old ed versions was: doublejump + slopejumps

    Multi Jumps: 0;
    // slope jumps should be set for higher jumps

    Swim Scale: 0.5;
    // Swimming speed, relative to g_speed

    Player Sounds: all;
    // Bitmask, disables players sounds in game
    // Walking sounds - 1
    // Jumping sounds - 2
    // lg humming     - 4
    // rail humming   - 8
    // bfg humming    - 16
    // weapon switch  - 32
    // all            - 63
    // local player sounds can still be heard if set in cg_playerSounds

    Disable Jump Pads: 0;

    Damage Effect: all;
    // Forces damage effects on client side:
    // blood blob - 1
    // kick       - 2
    // all        - 3
    // client can enable effects in cg_damageEffect cvar (bits are the same)
    // but can't disable if effect is forced by server


    // Overtime : 120;
    // specifies overtime (in seconds), up to 10 overtimes can be set in form:
    // OverTime : Time1, Time2, Time3, ... ;


    Weapons: all - grapple; // Map spawn set
    // 0 - no weapons
    // 1 - gauntlet
    // 2 - machinegun | mg
    // 4 - shotgun | sg
    // 8 - grenade launcher | gl
    // 16 - rocket launcher | rl
    // 32 - lightning | lg
    // 64 - railgun | rg
    // 128 - plasmagun | pg
    // 256 - bfg
    // 512 - grapple hook | hook | grapple
    // 1023- all

    Start Weapons: gauntlet + mg;
   // weapons you spawned with

   Warmup Weapons: no;
   // weapons available during warmup
    //"no" means use Start Weapons

    Default Weapon: machinegun;
   // default weapon select at spawn
   // "no" means use last selected weapon

    Powerups: all;
    // 0 - no powerups
    // 1 - quad | quad damage
    // 2 - enviro
    // 4 - haste
    // 8 - invis | invisibility
    // 16 - regen | regeneration
    // 32 - flight
    // 63 - all

    Start Powerups: no;

    Items: all;
    // 0 - no items
    // 1 - armor shard
    // 2 - armor jacket
    // 4 - armor combat
    // 8 - armor body
    // 16 - health small
    // 32 - health
    // 64 - health large
    // 128 - health mega
    // 256 - teleporter
    // 512 - medkit
    // 1023 - all

    Ammos: all;
    // bullets   - 1
    // shells    - 2
    // grenades  - 4
    // rockets   - 8
    // lightning - 16
    // slugs     - 32
    // cells     - 64
    // bfg       - 128
    // all       - 255
   
    MapEntitySet: "*";
    MapEntityAdd: "*";

    Drop Enable: all;
    // drops initiated by player:
    // no        - 0
    // flags     - 1
    // weapons   - 2
    // ammos     - 4
    // powerups  - 8
    // holdables - 16
    // armor     - 32
    // health    - 64
    // all       - 127

    Drop On Death: weapons + powerups;
    // no        - 0
    // weapons   - 1
    // holdables - 2
    // powerups  - 4
    // all       - 7 

    Spawn Protection: 0;
    // > 0 - will add ballesuit for specified time
    // < 0 - will set (dual) spawnkill protection

    Spawn System: 0;
    // 0 - vq3 - select random furthest spot)
   // 1 - new - random furthest + avoid unsafe spots

    Game Flags: 0;
    // replaces DM Flags, available bit values:
    // no self damage  - 1
    // no fall damage  - 2
    // no suicide      - 4
    // infinite health - 8
    // infinite armor  - 16
    // infinite ammo   - 32
    // quad knockback  - 64

    Player Scale: 0.0;

    Bounding Box: 1.0;
    // atm values less than 0.95 causes bugs with movers

    Ammo Behavior: 0, 0;
   //   First value is ammo from weapons on map
   //      0 - VQ3 behavior
   //      1 - QL behavior
   //      2 - CPM behavior
   //   Second value is ammo dropped by dead
   //      0 - same as weapon pickup VQ3/QL
   //      1 - same as ammo pickup
   //      2 - remaining ammo in weapon (max is weapon pickup)
   //      3 - remaining ammo in weapon (max is ammo pickup) / CPM
   //      4 - remaining ammo (no max)

    Gib: 0;
    Corpse Time: 5000;
    Respawn Time: 2000;

    Health: 125;
    Health Soft Limit: 100;
    Health Hard Limit: 200;
    Health Regen: 0;
    Health Regen Amount: 0;
    Health RotRate: 1000;

    Armor: 0;
    Armor Soft Limit: 100;
    Armor Hard Limit: 200;
    Armor Regen: 0;
    Armor Regen Amount: 0;
    Armor RotRate: 1000;

    Haste Factor: 1.3;
    Regen Factor: 15;
    Battlesuit Factor: 0.25;

   Water Damage: 15;
   // when completely underwater, applyable to slime and lava too
   // will sequentially grow +2 to specified value

   Slime Damage: 10;
   Lava Damage: 30;

    Destroyable Missiles: 0;
    Teleport Missiles: 0;


Armor System
{
    System: 1;
   Quality: "Yellow";
   // Values (only first letter really matters):
   //  R | Red
   //  Y | Yellow
   //  G | Green

    Green Limit: 100;
    Yellow Limit: 200;
    Red Limit: 200;

    Green Quality: 0.66;
    Yellow Quality: 0.66;
    Red Quality: 0.66;
}


Anti Camp
{
    Time: 0;
   // amount of time allowed to camp
   // negative values means disable camp timer when console is open

    Radius: 0;
   // distance player should move to reset camp timer

    Damage: 0;
   // damage applied each camp second over Time

   Warning: 0;
   // camp time left to display warning (once)
   // can be useful if you have Damage that instantly kills player
   // and want to warn player before that
}


Team Red
{
   Default Weapon: 0;
    Start Weapons: 0;
    Start Powerups: 0;
}

Team Blue
{
    Default Weapon: 0;
    Start Weapons: 0;
    Start Powerups: 0;
}

Protect The Leader
{
    Default Weapon: gauntlet;
    Start Weapons: gauntlet;
    Start Powerups: regeneration;
}


Items
{
    Shootable: 0;

    Spawn
   {
        item_quad: 30;
        item_enviro: 30;
        item_haste: 30;
        item_invis: 30;
        item_regen: 30;
        item_flight: 30;
    } // Spawn

    Respawn
   {
        item_armor_shard: 25;
        item_armor_combat: 25;
        item_armor_body: 25;
        item_health_small: 35;
        item_health: 35;
        item_health_large: 35;
        item_health_mega: 35;

        item_quad: 120;
        item_enviro: 120;
        item_haste: 120;
        item_invis: 120;
        item_regen: 120;
        item_flight: 120;

        weapon_gauntlet: 1;
        weapon_machinegun: 1;
        weapon_shotgun: 1;
        weapon_grenadelauncher: 1;
        weapon_rocketlauncher: 1;
        weapon_lightning: 1;
        weapon_railgun: 1;
        weapon_plasmagun: 1;
        weapon_bfg: 1;

        ammo_bullets: 40;
        ammo_shells: 40;
        ammo_grenades: 40;
        ammo_rockets: 40;
        ammo_lightning: 40;
        ammo_slugs: 40;
        ammo_cells: 40;
        ammo_bfg: 40;

        holdable_teleporter: 60;
        holdable_medkit: 60;

        // special case, this is the return time when dropped
        // unfair? no, we use max(redflag, blueflag)
        team_CTF_redflag: 30;
        team_CTF_blueflag: 30;
        team_CTF_neutralflag: 30;
       
    } // Respawn

    Amount
   {
        item_armor_shard: 5;
        item_armor_jacket: 25;
        item_armor_combat: 50;
        item_armor_body: 100;
        item_health_small: 5;
        item_health: 25;
        item_health_large: 50;
        item_health_mega: 100;

        item_quad: 30;
        item_enviro: 30;
        item_haste: 30;
        item_invis: 30;
        item_regen: 30;
        item_flight: 60;

        weapon_machinegun: 40;
        weapon_shotgun: 10;
        weapon_grenadelauncher: 10;
        weapon_rocketlauncher: 10;
        weapon_lightning: 100;
        weapon_railgun: 10;
        weapon_plasmagun: 50;
        weapon_bfg: 20;

        ammo_bullets: 50;
        ammo_shells: 10;
        ammo_grenades: 5;
        ammo_rockets: 5;
        ammo_lightning: 60;
        ammo_slugs: 10;
        ammo_cells: 30;
        ammo_bfg: 15;
    } // Amount
} // Items

   // global switch time
    Switch Time: -200, -200;
   // first parameter -  weapon raise time
    // second parameter - weapon drop time

   // Weapon knockback rules
   Team Knockback: alive + frozen;
   Enemy Knockback: alive + frozen;
   // no     - 0 - do not apply knockback from weapons
   // alive  - 1 - apply knockback to alive players
   // frozen - 2 - apply knockback to bodies (in ftag)

Weapons
{

    Suicide
   {
        Damage: 100;
        Radius: 50;
        Style: 0;
    }

    Offhand Grapple: 0;

    Grapple
   {
        Cycle: 400;
        Damage: 300;
        Speed: 2000;
        Time: 10;
        Pull Speed: 800;
        Style: 0;
        Gravity: 0;
        Sky: 0;
        Time to Live: 10000;
        Weight: 1.0;
        Switch Time: 0, 0;
    }

    Gauntlet
   {
        Cycle: 400;
        Damage: 50;
        Weight: 1.0;
        Switch Time: 0, 0;

        Knockback: 50, 50;
        // first parameter - self, second - teammates/enemies

        KnockbackStyle: 0, 0;
        // first parameter - self, second - teammates/enemies
        //  bit values:
        //  normal - 0
        //  damage - 1 - use recieved damage instead of specified Knockback[*] value for knockback, Knockback[*] parameters will work as limit in this mode
        //  fixed  - 2 - knockback is not depending from radius
        //  scale  - 4 - multiply recieved damage by Knockback value to get resulting knockback, "damage" bit is ignored in this case, "fixed" bit is working as usual
      /// *** !!! ***
      //  NOTE: its beter to use text aliases ("fixed","normal" etc.) instead of numeric values
      //   because numeric values may be changed in future

        Firing Weight: 1.0;
        Firing Knockback: 0.0;
    }

    Machinegun
   {
        Ammo: 200;
        Respawn Ammo: 100;
        Cycle: 100;
        Damage: 7;
        Splash Damage: 0;
        Regen: 0;
        Radius: 0;
        Knockback: 7, 7;
        KnockbackStyle: 0, 0;
        Spread: 200;
        Radial: 1;
        Bounce: 0;
        Sky: 0;
        Weight: 1.0;
        Self Damage: 0.5;
        Switch Time: 0, 0;
        Firing Weight: 1.0;
        Firing Knockback: 0.0;
    }

    Shotgun
   {
        Ammo: 0;
        Respawn Ammo: 0;
        Cycle: 1000;
        Damage: 10;
        Splash Damage: 0;
        Regen: 0;
        Radius: 0;
        Knockback: 10, 10;
        KnockbackStyle: 0, 0;
        Spread: 700;
        Radial: 0;
        Style: 0;
      Pellets: 11;
        Bounce: 0;
        Sky: 0;
        Weight: 1.0;
        Self Damage: 0.5;
        Switch Time: 0, 0;
        Firing Weight: 1.0;
        Firing Knockback: 0.0;
    }

    Grenade Launcher
   {
        Ammo: 0;
        Respawn Ammo: 0;
        Cycle: 800;
        Damage: 100;
        Splash Damage: 100;
        Speed: 700;
        Regen: 0;
        Radius: 150;
        Knockback: 100, 100;
        KnockbackStyle: 0, 0;
        Style: 0;
        Bounce: -1;
        Gravity: 1;
        Time to Live: 2500;
        Sky: 0;
        Weight: 1.0;
        Self Damage: 0.5;
        Switch Time: 0, 0;
        Firing Weight: 1.0;
        Firing Knockback: 0.0;
    }

    Rocket Launcher
   {
        Ammo: 0;
        Respawn Ammo: 0;
        Cycle: 800;
        Damage: 100;
        Splash Damage: 100;
        Speed: 900;
        Regen: 0;
        Radius: 120;
        Knockback: 100, 100;
        KnockbackStyle: 0, 0;
        Style: 0;
        Bounce: 0;
        Gravity: 0;
        Homing Factor: 0.3;
        Time to Live: 15000;
        Sky: 0;
        Weight: 1.0;
        Self Damage: 0.5;
        Switch Time: 0, 0;
        Firing Weight: 1.0;
        Firing Knockback: 0.0;
    }

    Lightning Gun
   {
        Ammo: 0;
        Respawn Ammo: 0;
        Cycle: 50;
        Damage: 8;
        Splash Damage: 0;
        Regen: 0;
        Radius: 0;
        Knockback: 8, 8;
        KnockbackStyle: 0, 0;
        Range: 768;
        Style: 0;
        Bounce: 0;
        Sky: 0;
        Weight: 1.0;
        Self Damage: 0.5;
        Switch Time: 0, 0;
        Firing Weight: 1.0;
        Firing Knockback: 0.0;
    }

    Railgun
   {
        Ammo: 0;
        Respawn Ammo: 0;
        Cycle: 1500;
        Damage: 100;
        Splash Damage: 0;
        Regen: 0;
        Radius: 0;
        Knockback: 100, 100;
        KnockbackStyle: 0, 0;
        Bounce: 0;
        Sky: 0;
        Weight: 1.0;
        Self Damage: 0.5;
        Switch Time: 0, 0;
        Firing Weight: 1.0;
        Firing Knockback: 0.0;
    }

    Plasma Gun
   {
        Ammo: 0;
        Respawn Ammo: 0;
        Cycle: 100;
        Damage: 20;
        Splash Damage: 15;
        Speed: 2000;
        Regen: 0;
        Radius: 30;
        Knockback: 20, 20;
        KnockbackStyle: 0, 0;
        Style: 0;
        Bounce: 0;
        Gravity: 0;
        Time to Live: 10000;
        Spread: 0;
        Sky: 0;
        Weight: 1.0;
        Self Damage: 0.5;
        Switch Time: 0, 0;
        Firing Weight: 1.0;
        Firing Knockback: 0.0;
    }

    BFG {
        Ammo: 0;
        Respawn Ammo: 0;
        Cycle: 200;
        Damage: 100;
        Splash Damage: 100;
        Speed: 2000;
        Regen: 0;
        Radius: 120;
        Knockback: 100, 100;
        KnockbackStyle: 0, 0;
        Style: 0;
        Bounce: 0;
        Gravity: 0;
        Time to Live: 10000;
        Sky: 0;
        Weight: 1.0;
        Self Damage: 0.5;
        Switch Time: 0, 0;
        Firing Weight: 1.0;
        Firing Knockback: 0.0;
    }
}


Freeze Tag
{
    Thaw Distance: 100;
   
    // will not work in case of enemy thaw
    Thaw Score: 2;
   
    // instant thaw by teleport
    Teleport Thaw: 1;

    //
    // ********* Lock Time values **************
    //

    // specify how long you will be locked/freezed if getting killed by some weapon/method
    // times is specified in seconds

    // first value means freeze time
    // second value means eliminiation time >>> is lock time after reaching what your body will dissappear and you will be locked until next round
    // 1st value: -1 means infinite freeze, 0 means no freeze, > 0 means time in seconds to thaw
    // 2nd value: -1 means instant elimination, 0 means normal freeze/frag, > 0 - lock time elimination limit

    Lock Time
    {
        Gauntlet:           180
        Machinegun:         120
        Shotgun:            120
        Grenade Launcher:   120
        Rocket Launcher:    120
        Lightning Gun:      120
        Railgun:            120
        Plasma Gun:         120
        BFG:                120
        Grapple:            0   // just frag, no freeze/lock

        // splash lock time reduced comparable to direct hit frags
        Grenade Splash:     90
        Rocket Splash:      90
        Plasma Splash:      90
        BFG Splash:         90
        //
        Lava:               60
        Slime:              60
        Water:              60
        Void:               60

        Suicide:            180
        Crushed:            180
        Camper:             180

        Falling:            120
    }

    //
    // ******* Thaw Factors *********
    //
    // By default locktime decreased by one second each second
    // i.e. default factor is 1X
    // You can specify additional factors that may speedup,
    // slowdown, stop or reverse locktime flow:
    //
    // 0 means don't affect locktime flow
    // > 0 means increase thaw speed
    // < 0 means slowdown thaw speed

    // second parameter for Hurt,Lava,Slime,Water mean factor in case
    // if you get killed by that environment and located in it

    Thaw Factor
    {
        Global: 0;
        Team : 29; // including default 1x factor this will give us 30x locktime decreasing speed
        Enemy: 0;
        Void : 4,0; // if you located in non-drop area
        Lava : 4,0;
        Slime: 3,0;
        Water: 2,0;
    }

    Flags
    {
        // 1 - disable camp timer for 1st who thawing you (activator)
        // 2 - disable camp timer for all players that located closer than ThawDistance
        // 4 - multiply thaw factor by number of players that is closer than ThawDistance
        // 8 - disable thaw sound
        Team : 1;
        Enemy: 0;
    }

}
crs9683
 
Posts: 13
Joined: 2010-12-14 23:11:27

Re: Spawn system

Postby foksieloy » 2010-12-15 06:13:38

Cyrax has identified the problem and it will be fixed for the upcoming version.
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foksieloy
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Posts: 34
Joined: 2010-12-13 18:39:11

Re: Spawn system

Postby Cyrax » 2010-12-15 21:10:43

Test RC5, should be fixed
Cyrax
 
Posts: 89
Joined: 2010-12-13 19:03:22

Re: Spawn system

Postby crs9683 » 2010-12-24 19:16:05

Hello. I tested RC5 and the spawn system appears to be fixed. Though I only tested this alone. I shall upload the mod to my server and test it with other players and report back here with my results.
crs9683
 
Posts: 13
Joined: 2010-12-14 23:11:27

Re: Spawn system

Postby foksieloy » 2010-12-24 23:31:09

According to my tests, it also appears fixed.
I will close the bug report now, if you spot it again, it will be reopened.
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