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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut9
1 files changed, 7 insertions, 2 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut
index 9d2631f3..d6f7f474 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut
@@ -79,18 +79,23 @@ void function RateSpawnpoints_CTF( int checkClass, array<entity> spawnpoints, in
// this is mainly done to avoid issues with frontline position being way too aggressive when people push enemy bases and that, making it pretty unfair for defending team
vector weightedFrontline = frontline.origin
{
- const float FRONTLINE_WEIGHT_THRESHOLD = 0.35
+ const float FRONTLINE_WEIGHT_THRESHOLD = 0.325
float frontlineAngle = atan2( frontline.origin.y - ourFlag.GetOrigin().y, frontline.origin.x - ourFlag.GetOrigin().x ) * ( 180 / PI )
float frontlineDistFrac = Distance2D( ourFlag.GetOrigin(), frontline.origin ) / flagDist
if ( frontlineDistFrac > FRONTLINE_WEIGHT_THRESHOLD )
{
float fracAboveThreshold = frontlineDistFrac - FRONTLINE_WEIGHT_THRESHOLD
- fracAboveThreshold *= ( fracAboveThreshold / 0.05 ) * 0.01
+ fracAboveThreshold *= fracAboveThreshold * 0.45
frontlineDistFrac = FRONTLINE_WEIGHT_THRESHOLD + fracAboveThreshold
}
weightedFrontline = ourFlag.GetOrigin() + AnglesToForward( < 0, frontlineAngle, 0 > ) * ( frontlineDistFrac * flagDist )
+
+ #if CTF_SPAWN_DEBUG
+ DebugDrawSphere( frontline.origin, 100, 0, 0, 255, false, 30.0, 16 )
+ DebugDrawSphere( weightedFrontline, 100, 0, 255, 0, false, 30.0, 16 )
+ #endif
}
float frontlineDist = Distance2D( ourFlag.GetOrigin(), weightedFrontline )