Bug #506

Fix setautospawn variable in map scripts / Incorrect spawn count on command map

Added by Spyhawk over 5 years ago. Updated 6 months ago.

Status:New% Done:

10%

Priority:LowSpent time:-
Assignee:-
Category:Mod pak3.pk3
Target version:2.78
OS: Arch:

Description

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.

2014-02-10-190001-adlernest.jpg (108 KB) Spyhawk, 12.02.2014 16:06

2014-02-11-192524-oasis.jpg (178 KB) Spyhawk, 12.02.2014 16:06

spawncount fixes.zip - First part of fixes. 21 maps checked. (108 KB) WuTangH, 30.03.2018 14:27

287
288

Related issues

Related to ET: Legacy Development - Feature #1265: Add built-in spawn points selector In Progress 27.04.2019

Associated revisions

Revision c6f08be9
Added by Spyhawk over 2 years ago

misc: added original maps scripts, refs #506

Revision 46452fe3
Added by Spyhawk over 2 years ago

misc: fixed oasis spawn counter and added vanilla maps bug fixes, refs #506

Revision 2d024da4
Added by ryven about 1 month ago

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.

Revision 57c39c61
Added by Spyhawk about 1 month ago

cgame: fixed /listspawnpt autospawn team assignment, refs #506

Also ajusted Allies color for better readability

Revision 251b3b2a
Added by ryven about 1 month ago

cgame: fix listspawnpt prints invalid spawns, refs #506

History

#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).

#3 Updated by Spyhawk over 5 years ago

  • Target version changed from 2.71rc4 to 2.78

#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 fueldump
map sw_fueldump
map radar
map battery
map goldrush
map sw_goldrush_te
map oasis (fixed)
map sw_oasis_b3
map railgun
map et_ice
map tc_base
map reactor_final
map dubrovnik_final
map braundorf_b4
map frostbite
map adlernest
map warbell
map supply
map supplydepot2
map sw_battery
map sp_delivery_te
map bremen_b2
map et_beach
map karsiah_te2
map wolken1_b1

(additional for 3vs3)
map mp_sillyctf
map the_station

(1vs1)
map osiris
map 1v1dm
map ctf_well
map ctf_multi2
map ctf_multi
map tournementdm2
map multi_huntplace
map te_valhalla

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?

#5 Updated by Spyhawk over 2 years ago

  • Target version changed from 2.78 to 2.76

#6 Updated by Spyhawk over 2 years ago

  • Description updated (diff)

#7 Updated by IR4T4 over 2 years ago

Spyhawk, do you know what exactly causes this issue in the map scripts?

#8 Updated by Spyhawk over 2 years ago

Yes, it’s due to the setautospawn variable that isn’t set correctly. I fixed the oasis script already, but it’d be good to fix other common maps as well (and adjust them for the new objective highlight on map feature).

#9 Updated by IR4T4 about 2 years ago

  • Subject changed from Incorrect spawn count on command map to Fix setautospawn variable in map scripts / Incorrect spawn count on command map

#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).

#12 Updated by WuTangH over 1 year ago

#13 Updated by Spyhawk 8 months ago

  • Target version changed from 2.78 to 2.77

We should integrate the fixes provided by WuTangH above.

#14 Updated by Spyhawk 6 months ago

  • Target version changed from 2.77 to 2.78

#15 Updated by Spyhawk about 1 month ago

  • Related to Feature #1265: Add built-in spawn points selector added

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