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[L4D] Randomize Tanks Spawns


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mukla67
Member
Join Date: Nov 2008
Old 01-16-2009 , 11:40   Re: [L4D] Randomize Tanks Spawns
Reply With Quote #11

i totally agree that there should be a cvar for this and also the witches as the new updates good as they may be have ruined some other points in the game like the melee fatigue so could someone please find a fix for this please
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mukla67
Member
Join Date: Nov 2008
Old 01-27-2009 , 10:56   Re: [L4D] Randomize Tanks Spawns
Reply With Quote #12

has someone attempted this lug in or not cos having the tanks and witches in same places is gettin highly frustrating
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grandwazir
Senior Member
Join Date: Jan 2009
Old 02-07-2009 , 05:27   Re: [L4D] Randomize Tanks Spawns
Reply With Quote #13

I've been testing this in single player versus. The new boss spawn logic decides when the map is loaded if it is going to spawn a tank or a witch and where it will spawn it.

In my testing on the first map the tank was meant to spawn at 0.6 and in both cases spawned when the survivors were around 0.45 (which is the alley way). This would make sense as it is taking the padding into account. I assume the debug output of 0.6 means the tank must spawn at that location in the flow not when the survivors reach that point.

After the tank has been spawned the location is locked in for the next round and it will spawn in exactly the same location and at the same trigger point. There was not a witch on that map but I assume the same happens.

I can also confirm that versus_boss_spawning 0 does turn off the new logic completely (versus_debug doesn't work at all) and uses the old logic we know and love.

Because the new logic works out what it is going to do at the start of the map and there is no way currently to tell it to re-evaluate it's locations (even turning it off and on does not force it to do this) there is no way to randomise the position for the other team.

If you are going to test this yourself make sure you are testing on an actual vs map. If you try doing this on a coop map both logic seem to run and it will get confusing quickly.
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Durzel
Member
Join Date: Aug 2008
Old 02-08-2009 , 14:04   Re: [L4D] Randomize Tanks Spawns
Reply With Quote #14

I was thinking about doing a plugin for this.

Personally I kinda like that both teams are guaranteed a Tank at around the same place, the problem with the old system imo is that one team could get a Tank while the survivors were in narrow corridors (i.e. difficult to run backwards and shoot without getting stuck & then hit) vs the other team getting it when the survivors are in a wide-open, easily defendable place. 4 survivors all on green can easily outrun a Tank given enough space.

Of course the problem with the new system as already pointed out is that the 2nd team is forearmed with the knowledge of exactly where the Tank will spawn so they know at what point in the map they have to ensure they have a molotov and/or upgrade weapons (the 2nd team also know where the upgrade weapons are as well which is another problem in itself).

The solution I was thinking of was making it so the 2nd team to play Infected - the ones at the disadvantage - when they get the Tank spawn the first player who gets it has an unlimited frustration meter (the thing that counts down unless you hit the survivors). This way he can outcamp the survivors if they try and hole up and wait for it to come to them.

This unlimited frustration meter would start counting down if the Tank hits a physics object, or the survivors - so basically instead of having to park the Tank and let the useless AI take it over, or run headfirst into an ambush, the other team could just outcamp the survivors.

Thoughts?
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grandwazir
Senior Member
Join Date: Jan 2009
Old 02-09-2009 , 18:41   Re: [L4D] Randomize Tanks Spawns
Reply With Quote #15

I don't think the solution is to give unlimited frustration but instead to randomise the spawn points. I've added a feature to the latest version of All4Dead that attempts to address this. It uses the old versus logic but attempts to ensure consistency of boss types between the two versus teams. Any feedback would be appreciated
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Durzel
Member
Join Date: Aug 2008
Old 02-09-2009 , 21:02   Re: [L4D] Randomize Tanks Spawns
Reply With Quote #16

I guess you missed what I said then.

The problem with random spawns (the old system) is that you end up in a situation where one team can get a Tank when the Survivors are in corridors or other hard-to-escape places and the other team can end up getting their Tank when the Survivors are in a wide-open easily defended space.
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SirLamer
Senior Member
Join Date: Oct 2008
Old 02-10-2009 , 19:02   Re: [L4D] Randomize Tanks Spawns
Reply With Quote #17

Yeah. That's because the game is random.

I seriously don't understand why people would buy this game for the random event generator and then complain about the randomness.

I think the game should only balance tank quantities but not locations.
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