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author | RealWorldExample <98621775+RealWorldExample@users.noreply.github.com> | 2022-02-14 20:58:04 -0500 |
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committer | GitHub <noreply@github.com> | 2022-02-14 22:58:04 -0300 |
commit | 2ca90c09e1b4f3718a6a8add8e4efa75258015ba (patch) | |
tree | d25be7b388f5097871b41a6d493fda7f6849d40d /Northstar.CustomServers/mod/scripts/vscripts | |
parent | 66a75f222d7137026315dd74d3378445ab5a2329 (diff) | |
download | NorthstarMods-2ca90c09e1b4f3718a6a8add8e4efa75258015ba.tar.gz NorthstarMods-2ca90c09e1b4f3718a6a8add8e4efa75258015ba.zip |
Update floor is lava riff on maps crashsite, drydock, and complex (#181)
Stopped rooftop spawns oob on crashsite, drydock, and complex. Stopped spawns out of map on live fire maps.
Still some out of play spawns on wargames and glitch.
Brought up fog on maps where the spawns were revised.
Co-authored-by: Barichello <artur@barichello.me>
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_riff_floor_is_lava.nut | 16 |
1 files changed, 13 insertions, 3 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_riff_floor_is_lava.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_riff_floor_is_lava.nut index 99f51396..14a7008a 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_riff_floor_is_lava.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_riff_floor_is_lava.nut @@ -11,7 +11,7 @@ void function RiffFloorIsLava_Init() bool function VerifyFloorIsLavaSpawnpoint( entity spawnpoint, int team ) { - return spawnpoint.GetOrigin().z > GetLethalFogTop() + return ( ( spawnpoint.GetOrigin().z > GetLethalFogTop() + 0 ) && ( (GetLethalFogTop() + 350 ) > spawnpoint.GetOrigin().z ) ) // OG spawnpoint.GetOrigin().z > GetLethalFogTop() } void function InitLavaFogController( entity fogController ) @@ -36,7 +36,17 @@ void function CreateCustomSpawns_Threaded() { WaitEndFrame() // wait for spawns to clear - float raycastTop = GetLethalFogTop() + 2500.0 + string thismap = GetMapName() + + float raycastTop = GetLethalFogTop() // OG 2500, Lf 545, TDM 3500 + if ( ( thismap.find( "_lf_" ) ) || ( thismap.find( "_coliseum" ) ) ) // coliseum is only there because I can. Maps like boomtown (grave) already let the ray cast through the ceiling + raycastTop = raycastTop + 545 // 545 + else if ( thismap.find( "_grave" ) ) + raycastTop = raycastTop + 1900 + else + raycastTop = raycastTop + 2650 + + array< vector > raycastPositions foreach ( entity hardpoint in GetEntArrayByClass_Expensive( "info_hardpoint" ) ) { @@ -113,4 +123,4 @@ void function FloorIsLava_ThinkForPlayer( entity player ) lastHeight = height } -}
\ No newline at end of file +} |