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10:53 PM 3/12/2013
//* Random Spawn Location Mutator -- RC4 -- 2013 MrLoathsome *//
//* Players & Bots will Spawn at "random" locations *//
This mutator will cause players & bots to respawn at a much larger number of
locations. The default startpoints will only be used if something in the
map is blocking the randomly selected location.
The new locations are not actually random, although the mutator selects them
randomly during games.
It builds a list at match startup of the locations of all pathnodes, inventory,
playerstarts, spawnpoints, flag bases, decorations, ambient sounds and lights.
It does exclude locations that are in either waterzones or painzones or
otherwise fail validation.
Not recommended for use in Assault, MonsterHunt or similar gametypes.
It would probably function fine, but will basically break your game by its
very nature.
Install. Place RSL.u and RSL.int into your UnrealTournament/System directory.
Add mutator Random Spawn Locations to use in your games.
For servers, add RSL.RSL to your mutators= line in your server startup script.
No need to include in serverpackeges or on your redirect.
RC4 updates:
Considerably more possible spawnpoint locations now found.
Support for up to 4096 possible spawnpoints.
Improved spawnpoint location validation code.
Spawn telefrags eliminated. (Including at match start)
Full 4 team CTF and TDM support. (Players/Bots now spawn in team area)
Mutator will attempt to spawn Players & Bots a short distance away
from other Players & Bots if possible.
Note regarding CTF & TDM:
Since I have no maps available for TDM that include Team Areas I just renamed
a couple of CTF maps to DM for testing.
This mutator uses the location of the FlagBases to calculate valid team locations.
I did it this way to preserve compatiblity with team games such as Domination, where
there are no bases.
If you were to modify or write a map for TDM play to use with this, you will need
to place at least 2 actors of class FlagBase on the map for this to work.
If you use 3 or 4 Bases, they should be placed roughly equidistant from each other
for this to work properly.
Enjoy !
protection, but others will need to test that out.
In testing so far, it seems to be very interesting, both in DM, TDM, LMS, DOM and CTF.
It should work and do what it does on any map in any gametype, although as mentioned in the readme, some are not recommended.
Again, others will need to test that out, and let me know what they think.
Only "bug" discovered so far, is that there will be a player telelporting effect at whatever default playerstart the engine
picks before this mutator has a chance to move the player. (It will also spawn the effect at the players new location however.)
Due to the amount of work that would be needed to eliminate the effect at the default playerstarts, if it is even possible, I am
leaving that alone.
It is a notification that a player or bot has respawned elsewhere on the map.
It is not a bug. It is a feature.
Also, regarding telefrags at match start.
Due to the way UT does things, it would be difficult to eliminate that issue, if it is even possible.
The only way to fix that, is to either have fewer bots & players on the map, or to edit the map and
add some additional playerstarts. That only seems to occur if you have more players in the game
than the recommended maximum for that map....
Somebody give it a try and let us know what you think.
Download it from the attached, or get it here: http://ecoop.tk/load/random_spawn_locat ... 1/1-1-0-51
Edit - Credit due to Wises for his excellent question in the other thread that inspired this thingy.
Edit2 - I still can't believe nobody did this before.....
Edit3 - Download updated. The teleporteffect bug/feature is now gone thanks to Ferlidragons input.
If you were one of the people who downloaded RC1 or RC2, or RC3 delete it and grab this version.
Edit4 - I was all wrong about this not being able to fix telefrags at match start. They are gone in RC4.