Fix setautospawn variable in map scripts / Incorrect spawn count on command map
Although the bots spawn in the correct location, the spawn count on the command map isn’t correct.
This issue appears only on some maps (ie, oasis, adlernest, ...), the others (such as goldrush, fuel dump, ..) don’t have this issue so I’m not sure if the problem is map, code or even omni-bot related.
See attached screenshots (8vs8).
Edit: List of potential useful mapscripts by Antman.
mod: fix spawn pt have bad player count, refs #506
- Fixed incorrect player counts at spawn points on the command map.
- Rewrote player counter and spawn point update code.
Should be more reliable now. It handles both invalid auto spawns
and player selected spawns, and tries to resolve to nearest
available team spawn point.
- Added 'listspawnpt’ client command to print available map spawns.
- Added additional prints to 'setspawnpt’ command.
- Removed unnecessary stuff and function calls.
cgame: fixed /listspawnpt autospawn team assignment, refs #506
Also ajusted Allies color for better readability
#1 Updated by Spyhawk over 5 years ago
- Category changed from Mod CGAME to Mod pak3.pk3
- % Done changed from 0 to 10
This isn’t a bug in the code, but in the map scripts.
While having a closer look, I’ve tested the following maps on Legacy (8vs8):
buggy: adlenerst, braundorf, frosbite, ice, oasis, transmitter
ok: fuel dump, gold rush, rail gun, battery, supply depot, radar
Then I tested NoQuarter 1.2.9, with same results apart from oasis which works correctly. Tried to use the NQ oasis.script with Legacy, and this indeed fixed the issue.
I guess we should try to deliver fixed map scripts for all major maps (at least those used in competition).
#2 Updated by IR4T4 over 5 years ago
We are already delivering some map scripts:
#4 Updated by Spyhawk over 5 years ago
Here’s the complete list of competition maps, according to our current competition config files:
NB: striked = working map
(6v6 + 5v5)
map radar map battery map goldrush
map oasis (fixed)
(additional for 3vs3)
All the scripts of the above maps should be verified and adapted if necessary.
Also, since it is possible to use a different script for public or competition settings (ie, stock scripts as delivered in the map pk3), I guess we’ll ship the fixed scripts in etmain/maps to simply override the original, while the modified competition scripts will be shipped in etmain/mapscripts. Is this way of doing so ok?
#10 Updated by keMoN almost 2 years ago
I understand that it is related to setautospawn, but could you tell me the exact fix? The script routine from the original Frostbite hasn’t changed (a lot) compared to ours, so the issue should still be present.
I could include a fix in a possible new release if I know exactly what to do.
Also, since this is a somewhat reoccuring issue and not limited to only the competition maps above, maybe the target version should not be 2.76, since we can’t fix all of them now (except if we really only limit it to the comp maps above)
#11 Updated by keMoN over 1 year ago
- Priority changed from Normal to Low
- Target version changed from 2.76 to 2.78
This should not be a priority in my opinion.
The problem is not with the game or mod, but only with the map.
As long as there are problems within the game/mod, this should always be a lower priority.
I suggest to put more focus on this when we also include our reworked maps (likely in 2.77).