diff options
Diffstat (limited to 'Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut')
-rw-r--r-- | Northstar.CustomServers/mod/scripts/vscripts/mp/spawn.nut | 10 |
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 |