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I've always wondered if this was possible and how servers deal with map voting to very small maps but their settings for minimum players exceed the recommended map suggestion (thus resulting in respawn deaths). Thanks much! (to be fair, my situation deals with a local server, so if this isn't possible, editing after each map isn't such a big deal, I only wondered if this could be effortless)
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https://unrealarchive.org/mutators/unre ... 293f0.html
A short Note if it's permitted - my apologies in advance.
I might be interested about such a cute tool as well, but this one I'm not sure if is very suitable everywhere as long as I could see maps without too much player data specified. These I think should be taken in account too based on PlayerStarts. No overcrowded games but neither without action.
I think in DynamicBotCount by SpongeBob I'll drop a function for using Map's spawning places - these should be a reference about recommended capacity still without ignoring MaxPlayers decided.
User will configure this toy as it wants - if is having maps sorted or... unsorted and criteria for charging Bots has to be calculated based on original spawning places. I wrote something so far, but I need to do more tests. In initial stage it looks promising, it does what I want.
There is a reason for reverting it back as Mutator not actor. In multi-servers having 1on1 matches in games setup, this tool I don't think is needed in MapVote's settings and neither to spawn more than two "players". If it's Server-Actor and loaded all time this won't help, unless is needed another tool for actors management - too complex. Out of 1on1 matches perhaps it's the most suitable case.