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We had a discussion about this on Discord. I think it's in the best interest of 30/30 second spawn time maps like Ice and Frostbite that we set the initial spawn of offensive team to N and then the defensive team is N +/- X seconds where X needs to be determined. I think a number between 5 and 8 would be a good start but we can discuss on comments below @rtcwmp-com/core-team
The text was updated successfully, but these errors were encountered:
If possible do it in such a way that you still generate spawntimes with the current system. If they have a gap above X seconds discard them and repeat until you have a gap of X or less seconds. That way the current behavior of never having a spawn right after round start as well as slightly higher probability of a smaller spawn gap will be kept.
He's not referring to how it's controlled rather underlying logic .. one where we do not change current seed system but rather just loop it until it falls inside min/max value (whatever is set by cvar). And yes, that's generally the idea.. we may not loop it as it's kinda waste of things but we can clamp it to closest or something similar.. we'll figure something out but yeah, we wont touch underlying mechanism.
We had a discussion about this on Discord. I think it's in the best interest of 30/30 second spawn time maps like Ice and Frostbite that we set the initial spawn of offensive team to N and then the defensive team is N +/- X seconds where X needs to be determined. I think a number between 5 and 8 would be a good start but we can discuss on comments below @rtcwmp-com/core-team
The text was updated successfully, but these errors were encountered: