diff options
-rw-r--r-- | Northstar.Custom/mod/scripts/vscripts/gamemodes/sh_riff_floor_is_lava.nut | 4 | ||||
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_riff_floor_is_lava.nut | 16 |
2 files changed, 15 insertions, 5 deletions
diff --git a/Northstar.Custom/mod/scripts/vscripts/gamemodes/sh_riff_floor_is_lava.nut b/Northstar.Custom/mod/scripts/vscripts/gamemodes/sh_riff_floor_is_lava.nut index 3a8ac8e7..605f9731 100644 --- a/Northstar.Custom/mod/scripts/vscripts/gamemodes/sh_riff_floor_is_lava.nut +++ b/Northstar.Custom/mod/scripts/vscripts/gamemodes/sh_riff_floor_is_lava.nut @@ -124,8 +124,8 @@ float function GetFogHeight() file.lethalFogHeights[ "mp_relic02" ] <- 250.0 // not great, tf1's would honestly be worse though imo // lf maps: overall a bit hit or miss, many likely have spawn issues - file.lethalFogHeights[ "mp_lf_stacks" ] <- -9999.0 // entirely nonworking, breaks spawns no matter what from what i can tell, could potentially use safe zones for this? - file.lethalFogHeights[ "mp_lf_deck" ] <- -9999.0 // nonworking fogcontroller so fog is invisible + file.lethalFogHeights[ "mp_lf_stacks" ] <- 105.0 // nonworking fogcontroller so fog is invisible | 105 + file.lethalFogHeights[ "mp_lf_deck" ] <- 200.0 // nonworking fogcontroller so fog is invisible | 200 file.lethalFogHeights[ "mp_lf_uma" ] <- 64.0 file.lethalFogHeights[ "mp_lf_meadow" ] <- 64.0 file.lethalFogHeights[ "mp_lf_traffic" ] <- 50.0 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 +} |