From 2278a4e74642fa6b8f9f61508277ac23644366c2 Mon Sep 17 00:00:00 2001 From: BobTheBob <32057864+BobTheBob9@users.noreply.github.com> Date: Fri, 6 May 2022 17:33:18 +0100 Subject: don't take flagbase bounds into account when spawning flags --- .../mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut index c84683a7..07c984be 100644 --- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut +++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_ctf.nut @@ -263,9 +263,8 @@ void function Flag_Reset( entity flag, bool clearAssists = true ) flag.s.returnTrigger.Enable() // reset pos - flag.SetOrigin( flag.s.base.GetOrigin() + < 0, 0, flag.s.base.GetBoundingMaxs().z * 2 > ) + flag.SetOrigin( flag.s.base.GetOrigin() ) flag.SetAngles( < 0, 0, 0 > ) - flag.SetVelocity( < 0, 0, 0 > ) // clear assists if not being handled by other code if ( clearAssists ) @@ -453,12 +452,11 @@ void function CTFStartGame() SetTeam( flag, spawnTeam ) DispatchSpawn( flag ) flag.SetModel( CTF_FLAG_MODEL ) - flag.SetOrigin( svGlobal.flagSpawnPoints[ team ].GetOrigin() + < 0, 0, flagBase.GetBoundingMaxs().z * 2 > ) // ensure flag doesn't spawn clipped into geometry - flag.SetVelocity( < 0, 0, 1 > ) flag.s.base <- flagBase flag.s.returnTrigger <- flagReturnTrigger level.teamFlags[ spawnTeam ] <- flag + Flag_Reset( flag, false ) thread FlagLifetime( flag ) // init and clear assists -- cgit v1.2.3