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-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut10
1 files changed, 2 insertions, 8 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
index 18026f17..88f1e04c 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut
@@ -302,15 +302,9 @@ bool function IsSpawnpointValid( entity spawnpoint, int team )
void function RateSpawnpoints_Generic( int checkClass, array<entity> spawnpoints, int team, entity player )
{
- // generic spawns v2
- array<entity> startSpawns = checkClass == TD_TITAN ? SpawnPoints_GetTitanStart( team ) : SpawnPoints_GetPilotStart( team )
+ // i'm not a fan of this func, but i really don't have a better way to do this rn, and it's surprisingly good with los checks implemented now
- // realistically, this should spawn people fairly spread out across the map, preferring being closer to their startspawns
- // should spawn like, near fights, but not in them
-
-
- // using old func for tests rq
- // calculate ratings for preferred nodes
+ // calculate ratings for preferred nodes
// this tries to prefer nodes with more teammates, then activity on them
// todo: in the future it might be good to have this prefer nodes with enemies up to a limit of some sort
// especially in ffa modes i could deffo see this falling apart a bit rn