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-rw-r--r--Northstar.Custom/mod/scripts/vscripts/gamemodes/sh_riff_floor_is_lava.nut4
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_riff_floor_is_lava.nut16
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 3a8ac8e75..605f97314 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 99f513967..14a7008a5 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
+}