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authorBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-12-22 16:46:49 +0000
committerBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-12-22 16:46:49 +0000
commitfb32cb1b780c1169a834c951bc0c928199a2b59e (patch)
treee2435cc869fed0fa3f7c3d187335d2350b8b1e14 /Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
parentdade102a0d4d14ba5ee560022b8e2f1ddf960977 (diff)
downloadNorthstarMods-fb32cb1b780c1169a834c951bc0c928199a2b59e.tar.gz
NorthstarMods-fb32cb1b780c1169a834c951bc0c928199a2b59e.zip
playtest fixes
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut')
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut13
1 files changed, 7 insertions, 6 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
index 88f1e04c..9b293524 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
@@ -267,7 +267,7 @@ bool function IsSpawnpointValid( entity spawnpoint, int team )
return false
}
- array<entity> projectiles = GetProjectileArrayEx( "any", TEAM_ANY, TEAM_ANY, spawnpoint.GetOrigin(), 400 )
+ array<entity> projectiles = GetProjectileArrayEx( "any", TEAM_ANY, TEAM_ANY, spawnpoint.GetOrigin(), 600 )
foreach ( entity projectile in projectiles )
if ( projectile.GetTeam() != team )
return false
@@ -283,13 +283,14 @@ bool function IsSpawnpointValid( entity spawnpoint, int team )
{
if ( enemyPlayer.GetTeam() == team || !IsAlive( enemyPlayer ) )
continue
+
+ float dist = 1000.0
+ // check fov, constant here is stolen from every other place this is done
+ if ( VectorDot_PlayerToOrigin( enemyPlayer, spawnpoint.GetOrigin() ) > 0.8 )
+ dist /= 0.75
// check distance, constant here is basically arbitrary
- if ( Distance( enemyPlayer.GetOrigin(), spawnpoint.GetOrigin() ) > 1000.0 )
- continue
-
- // check fov, constant here is stolen from every other place this is done
- if ( VectorDot_PlayerToOrigin( enemyPlayer, spawnpoint.GetOrigin() ) < 0.8 )
+ if ( Distance( enemyPlayer.GetOrigin(), spawnpoint.GetOrigin() ) > dist )
continue
// check actual los