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preset spawn problem...


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iggy_bus
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Join Date: Oct 2005
Old 03-25-2007 , 23:17   preset spawn problem...
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It all works, but players complain all the time that they are to often being respawned near the enemy and get killed.

Is there any way if someone respawns near an enemy to be respawned again somewhere else?
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iggy_bus
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Old 03-27-2007 , 05:27   Re: preset spawn problem...
Reply With Quote #2

help pls ???

p.s. sorry for bump but I need an answer...
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KWo
AMX Mod X Beta Tester
Join Date: Jul 2004
Location: Poland
Old 03-27-2007 , 08:48   Re: preset spawn problem...
Reply With Quote #3

You can do nothing with this. It needs csdm_spawn_preset or whole csdm module rewritting. Dunno if and when it can be done.
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vvg125
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Join Date: Dec 2006
Location: Queens (Douglaston), New
Old 03-27-2007 , 09:13   Re: preset spawn problem...
Reply With Quote #4

Isn't this what csdm_protection.amxx is for?
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KWo
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Join Date: Jul 2004
Location: Poland
Old 03-27-2007 , 11:02   Re: preset spawn problem...
Reply With Quote #5

No - that plugin is to prevent You from being killed instantly after respawning (if You respawn just near the enemy), but it doesn't change the user's origin while respawning.
Exactly this function - public spawn_Preset(id, num) in csdm_spawn_preset.sma - has to be rewritten a bit to take care about enemies position while respawning. But doing it in sma code will affect the performance.Why? Imagine You have to test all (for example 20) enemies postions if the player - which should be respawned - will not respawn just near some enemy. Imagine You tested 1'st spawn point and there was some enemy in some certain distance - for example 200 units. Then You test next spawn point and You need to check again all enemies. You are unlucky - there is also an enemy too close. Then You need to test next spawn point with all enemies position - if You are more lucky - maybe that position will be free of enemies nearby, but what if not? I think this algorithm should give up after max third check - otherwise You may experience lowering down the performance.

I need some Bailopan's comment about that how (and if whole) does he want it should be done.
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vvg125
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Old 03-27-2007 , 11:28   Re: preset spawn problem...
Reply With Quote #6

That's what I meant. Sorry if I didn't make it clear. I was referring to a solution to his problem not his suggestion.
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BAILOPAN
Join Date: Jan 2004
Old 03-27-2007 , 12:40   Re: preset spawn problem...
Reply With Quote #7

You can edit the algorithm to increase the minimum distance between enemies. However, if there are not enough spawn points, or there are too many players, the algorithm loses its effectiveness.

At some point you have to accept that deathmatch is often just unlucky.

The minimum distance is set on line 178 of the preset spawning plugin.
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KWo
AMX Mod X Beta Tester
Join Date: Jul 2004
Location: Poland
Old 03-27-2007 , 18:45   Re: preset spawn problem...
Reply With Quote #8

I've just rewrote that function Now it take care about teamnates (and ffa mode) and the allowed distance is 500 units (instead 250). There is no more avoids to infinitive loops (it cannot happen now). Please try it and let me know if it works better for You. It's compiled against AMX X 1.76d (but there is sma - so You can compile Your-self).
Attached Files
File Type: zip csdm_spawn_preset_21h.zip (26.4 KB, 169 views)
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The Fullpack of podbot mm V3B22 - 24 apr 2012!!! is available here.
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The newest Beta V3B23a (rel. 28 august 2018!!!) is available here.
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iggy_bus
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Old 03-29-2007 , 18:17   Re: preset spawn problem...
Reply With Quote #9

than U very much, I've just downloaded it and will try it and let you know

+ for you anyway for effort
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iggy_bus
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Old 03-29-2007 , 18:29   Re: preset spawn problem...
Reply With Quote #10

great, much better GJ ;)
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