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Fix spawn time variance #285

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krazykaze81 opened this issue Feb 8, 2021 · 3 comments
Open

Fix spawn time variance #285

krazykaze81 opened this issue Feb 8, 2021 · 3 comments
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enhancement New feature or request
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@krazykaze81
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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

@krazykaze81 krazykaze81 added the enhancement New feature or request label Feb 8, 2021
@krazykaze81 krazykaze81 added this to the 1.2 milestone Feb 8, 2021
@qltwis
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qltwis commented Feb 9, 2021

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.

@wolf6542
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Cvar it?

@natelo
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natelo commented Feb 12, 2021

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.

@krazykaze81 krazykaze81 modified the milestones: 1.2, 1.3 Feb 26, 2021
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4 participants