assaultcube / AC

AssaultCube
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Intelligent spawning controls #76

Open ghost opened 10 years ago

ghost commented 10 years ago

Instead of the current Spawnpoint system, can we look at this system perhaps?

1) Editor of the map chooses/saves an "RVSF" zone and a "CLA" zone (from here-in, named "spawnzones").

2) AC randomly spawns players in those zones, using factors such as:

For any FFA players, AC will spawn based on similar criteria to above - but with no zone needed. Maybe adding in these factors though:

3) Maps with the old Spawnpoint system work as-is, but we depreciate the ability to set these up.

Advantages of this system:

Disadvantages of this system:

Felix-The-Ghost commented 10 years ago

I personally don't think anything is wrong with the current spawn system. Yes some maps have them poorly placed or not enough of them but that is not a fault of the system.

ac-stef commented 9 years ago

I thought that an experienced mapper would know, that there's much more to placing spawns than throwing them near the base: it's a way to control the gameplay on a map. While an AI may do better than an unskilled mapper, or a mapper who doesn't care, an AI will never be as good as an excellent mapper who put a lot of thought into placing the spawns. ...which is why we screen maps before they become official.

btw, "No more spawning in the middle of the map due to no spawns being placed." is not a fault of the game: the server refuses to accept vote calls for game modes without sufficient spawns unless an admin or owner overrides that. In the future, the server will refuse that. period.

GreenLunar commented 8 years ago

Is there a progress on this matter?