Is there a way to force the DOM game mode to respect team spawns? I've spent hours making a symmetrical DOM map only to realize the bots are not going to spawn exactly where I want them.
DOM mode and team PlayerStart?
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GingerCat
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DOM mode and team PlayerStart?
Hi people, I've picked up mapping again after 20 years.
Is there a way to force the DOM game mode to respect team spawns? I've spent hours making a symmetrical DOM map only to realize the bots are not going to spawn exactly where I want them.
Is there a way to force the DOM game mode to respect team spawns? I've spent hours making a symmetrical DOM map only to realize the bots are not going to spawn exactly where I want them.
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Red_Fist
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Re: DOM mode and team PlayerStart?
I assume if you set a team number in the playerstarts. like 4 colors
But I am not sure what team number is what, I think 1 is red, but I dunno.
But I am not sure what team number is what, I think 1 is red, but I dunno.
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GingerCat
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Re: DOM mode and team PlayerStart?
That's what I thought, right? 0 for Red, 1 for Blue. I was fooled at first because the bots begin by spawning in localized blobs with each other. Probably some other game logic related to DOM mode. Once things heat up and the spawn times are more chaotic the bots start spawning wherever they please. I have combed every PlayerStart umpteen times to check the team designations and they are all correct. I seem to have misremembered how this game mode works.
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EvilGrins
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Re: DOM mode and team PlayerStart?
0 = red
1 = blue
2 = green
3 = yellow
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Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Red_Fist
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Re: DOM mode and team PlayerStart?
"I seem to have misremembered how this game mode works"
Actually , there is no "Base" to protect, etc.
So maybe team numbers equally distributed but grouped equal distance from the control points. So if you can set the team, and work probably think as equal for all colors.
Lol OR maybe DOM bypasses that part of the code, wonder how it works in DM, I never messed with teams very much.
Actually , there is no "Base" to protect, etc.
So maybe team numbers equally distributed but grouped equal distance from the control points. So if you can set the team, and work probably think as equal for all colors.
Lol OR maybe DOM bypasses that part of the code, wonder how it works in DM, I never messed with teams very much.
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Barbie
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Re: DOM mode and team PlayerStart?
DOM has no code for finding a PlayerStart; instead the code of game class'DeathMatchPlus' is used. As I understood the code, it tries to maximise the distance between Players in different teams.
"If Origin not in center it be not in center." --Buggie
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papercoffee
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Re: DOM mode and team PlayerStart?
So, to have team based player-starts, we would need to subclass DOM and change the player-start system.
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darkbarrage99
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Re: DOM mode and team PlayerStart?
you could also try converting your map to double domination for testing. I've edited a few maps for ddom and it has team based player starts.
links to ddom mod: https://ut99.org/viewtopic.php?t=933&start=15
links to ddom mod: https://ut99.org/viewtopic.php?t=933&start=15
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Barbie
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Re: DOM mode and team PlayerStart?
I inspected all code of doubledomination.u and but did not find anything concerning PlayerStarts.darkbarrage99 wrote: ↑Thu Jun 05, 2025 6:12 am double domination [...] has team based player starts.
Maybe it can be realised by a mutator, too.papercoffee wrote: ↑Wed Jun 04, 2025 2:28 pm So, to have team based player-starts, we would need to subclass DOM and change the player-start system.
"If Origin not in center it be not in center." --Buggie
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darkbarrage99
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Re: DOM mode and team PlayerStart?
found in the gametype actor, doubledomination.ddomBarbie wrote: ↑Thu Jun 05, 2025 10:07 amI inspected all code of doubledomination.u and but did not find anything concerning PlayerStarts.darkbarrage99 wrote: ↑Thu Jun 05, 2025 6:12 am double domination [...] has team based player starts.![]()
Maybe it can be realised by a mutator, too.papercoffee wrote: ↑Wed Jun 04, 2025 2:28 pm So, to have team based player-starts, we would need to subclass DOM and change the player-start system.
Code: Select all
defaultproperties
{
bluecount=3
redcount=3
Count=-1
bSpawnInTeamArea=True
MaxAllowedTeams=2
GoalTeamScore=5.000000
bUseTranslocator=False
bCoopWeaponMode=True
MapListType=Class'ddmaplist'
MapPrefix="DDOM"
BeaconName="DDOM"
GameName="Double Domination"
}so yeah, some kind of mutator to change that value, or a new gametype mutator.
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GingerCat
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Re: DOM mode and team PlayerStart?
I genuinely appreciate the replies. I haven't stopped working on the map but it's slow progress working late at nightdarkbarrage99 wrote: ↑Sat Jun 14, 2025 12:52 amfound in the gametype actor, doubledomination.ddomBarbie wrote: ↑Thu Jun 05, 2025 10:07 amI inspected all code of doubledomination.u and but did not find anything concerning PlayerStarts.darkbarrage99 wrote: ↑Thu Jun 05, 2025 6:12 am double domination [...] has team based player starts.![]()
Maybe it can be realised by a mutator, too.papercoffee wrote: ↑Wed Jun 04, 2025 2:28 pm So, to have team based player-starts, we would need to subclass DOM and change the player-start system.pretty sure it's bSpawnInTeamArea=True. same thing exists in botpack.ctfgame, but not in botpack.domination.Code: Select all
defaultproperties { bluecount=3 redcount=3 Count=-1 bSpawnInTeamArea=True MaxAllowedTeams=2 GoalTeamScore=5.000000 bUseTranslocator=False bCoopWeaponMode=True MapListType=Class'ddmaplist' MapPrefix="DDOM" BeaconName="DDOM" GameName="Double Domination" }
so yeah, some kind of mutator to change that value, or a new gametype mutator.
I'm not familiar with scripting at all. With the help of Grok I managed to create the appropriate folder structure and a .uc file that compiles without any errors.
Code: Select all
class CustomDomination extends Domination
config;
function PostBeginPlay()
{
bSpawnInTeamArea = true;
Log("CustomDomination: Set bSpawnInTeamArea to true");
Super.PostBeginPlay();
}
I have tried running this script as a mutator straight into a DOM match and it has no effect. I have also tried copying from double doms int file, replacing the relevant class name with my own and somehow managed to get two identical listings for Domination under game type. Neither one has the desired effect of restricting player starts by team designation.
I'm curious as to how to set the game type prefix? (and maps lists, etc) Trawling through the ddom script hasn't helped me understand this. Also, how do I go about correctly setting up a custom game modes .int file?
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Barbie
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Re: DOM mode and team PlayerStart?
Put
(not tested)
CustomDomination.u into the SYSTEM directory; save this as CustomDomination.int there also:
Code: Select all
[Public]
Object=(Name=CustomDomination.CustomDomination,Class=Class,MetaClass=Botpack.TournamentGameInfo)
Preferences=(Caption="CustomDomination",Parent="Game Types",Class=CustomDomination.CustomDomination,Immediate=True)
[CustomDomination]
GameName="DOM spawn in Team area""If Origin not in center it be not in center." --Buggie
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GingerCat
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Re: DOM mode and team PlayerStart?
It works!Barbie wrote: ↑Wed Jun 18, 2025 1:14 pm PutCustomDomination.uinto the SYSTEM directory; save this asCustomDomination.intthere also:(not tested)Code: Select all
[Public] Object=(Name=CustomDomination.CustomDomination,Class=Class,MetaClass=Botpack.TournamentGameInfo) Preferences=(Caption="CustomDomination",Parent="Game Types",Class=CustomDomination.CustomDomination,Immediate=True) [CustomDomination] GameName="DOM spawn in Team area"
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darkbarrage99
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Re: DOM mode and team PlayerStart?
GingerCat wrote: ↑Wed Jun 18, 2025 11:10 am I genuinely appreciate the replies. I haven't stopped working on the map but it's slow progress working late at night![]()
I'm not familiar with scripting at all. With the help of Grok I managed to create the appropriate folder structure and a .uc file that compiles without any errors.
When I inspect the custom game type's actor properties, bSpawnInTeamArea is set to True. It is currently set as the game type for my map.Code: Select all
class CustomDomination extends Domination config; function PostBeginPlay() { bSpawnInTeamArea = true; Log("CustomDomination: Set bSpawnInTeamArea to true"); Super.PostBeginPlay(); }
I have tried running this script as a mutator straight into a DOM match and it has no effect. I have also tried copying from double doms int file, replacing the relevant class name with my own and somehow managed to get two identical listings for Domination under game type. Neither one has the desired effect of restricting player starts by team designation.
I'm curious as to how to set the game type prefix? (and maps lists, etc) Trawling through the ddom script hasn't helped me understand this. Also, how do I go about correctly setting up a custom game modes .int file?
Code: Select all
class CustomDomination extends Domination
defaultproperties
{
bSpawnInTeamArea = true
}
if you want to understand how uscript works, check out angelmapper's old tutorial here: https://web.archive.org/web/20160408232 ... oding1.htm
it's more so for ut2004, but the logic still applies to ut99 and it's the breakdown that i could understand when i was like 19 years old. and i am by no means a coder lol. tldr, a lot of things can easily be tweaked by messing with defaultproperties instead of having to have to rewrite entire lines of code.
at any rate, there's probably also a way to create a mutator that changes that one bool that you can place in the map that uses the code grok puked out. i dunno how to do that though.
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GingerCat
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Re: DOM mode and team PlayerStart?
I recall getting a compile error like "unexpected defaultproperties" whenever we tried that. Perhaps the syntax was wrong. 
