adding an onmultinewround doesnt change anything. the only thing i noticed was on the 2nd round, the point_template would complain twice about not having anything to spawn - except the 2nd complaint would be about only 1 (of the 3) cases, and i believe it would be a different case (meaning 2nd half would/could have a different result)
valve obviously changed something on the spawning logic because i found a situation where they had (at least started) a random spawn like in l4d1 but ditched it or gave up on it...
from the dump of c5m4:
Code:
{
"origin" "-2304 -192 192"
"spawnflags" "1"
"classname" "logic_auto"
"hammerid" "1646600"
"OnMapSpawn" "ammo_casePickRandom0-1"
"OnMultiNewRound" "ammo_casePickRandom0-1"
}
{
"origin" "-2304 -192 160"
"targetname" "ammo_case"
"classname" "logic_case"
"hammerid" "1646598"
"OnCase03" "ammo_template3ForceSpawn0-1"
"OnCase01" "ammo_template1ForceSpawn0-1"
"OnCase02" "ammo_template2ForceSpawn0-1"
}
{
"origin" "-128 2240 128"
"Template01" "ammo_spawn1"
"targetname" "ammo_template1"
"spawnflags" "2"
"classname" "point_template"
"hammerid" "1646564"
}{
"origin" "-512 704 448"
"Template01" "ammo_spawn2"
"targetname" "ammo_template2"
"spawnflags" "2"
"classname" "point_template"
"hammerid" "1646578"
}{
"origin" "-2304 -192 128"
"Template01" "ammo_spawn3"
"targetname" "ammo_template3"
"spawnflags" "2"
"classname" "point_template"
"hammerid" "1646588"
}
its exactly the same (except its using <- arrows instead of , commas)
they either changed or stopped using this, because there are no ammo_spawnX entities.
on the same map i found this:
Code:
{
"origin" "-3360 4688 112"
"spawnflags" "1"
"classname" "logic_auto"
"hammerid" "3324881"
"OnMapSpawn" "chainsaw_casePickRandom3-1"
}
{
"origin" "-3360 4688 80"
"targetname" "chainsaw_case"
"classname" "logic_case"
"hammerid" "3324879"
"OnCase01" "chainsawKill0-1"
"OnCase02" "null_relayTrigger0-1"
"OnCase03" "null_relayTrigger0-1"
}
; 1 of 12 "chainsaw" spawns
{
"origin" "-1059 2161 234.335"
"targetname" "chainsaw"
"item9" "0"
"item8" "0"
"item7" "0"
"item6" "0"
"item5" "0"
"item4" "0"
"item3" "0"
"item2" "0"
"item17" "1" ; chainsaw or grenade launcher
"item16" "1" ; chainsaw or grenade launcher
"item15" "0"
"item14" "0"
"item13" "0"
"item12" "0"
"item11" "0"
"item10" "0"
"item1" "0"
"angles" "0 75 0"
"classname" "weapon_item_spawn"
"hammerid" "3324517"
}
; this does nothing..
{
"origin" "-3360 4688 144"
"targetname" "null_relay"
"classname" "logic_relay"
"hammerid" "3324883"
}
dont know if it works or not, but it appears as though it is supposed to spawn chainsaws/grenade launchers only 66% of the time (1 in 3 chance of killing all chainsaw spawns).
i tried changing the code i posted for packs into something like the chainsaws, except it wouldnt kill the entities. changing my weapon_faks to weapon_item_spawns and using item2 = 1 didnt help either.
i tried as many mutations of code combinations as i could think of, none of which worked. either first half works and second half doesnt, or it doesnt work at all. and if second half doesnt work, it either spawns everything, or nothing.
figuring out how to get any random logic working in versus, will lead to getting proper dynamic pathing.