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please consider dev - pickup respawn time

by Font on 08/13/2009 01:41, 1 messages, last message: 08/13/2009 11:30, 1048 views, last view: 04/24/2024 12:05

I can understand why non-insta modes are not popular. When playing ctf, protect or capture with more than 8 people, pickups become hard to find and players end up fighting with chainsaws and pistols. An <i>extremely</i> simple and perfect solution for this problem would be to base the respawn time of the items upon the number of people in the server. An item that took 10 seconds to spawn with 6 people would take only 5 seconds with 12 people.

Using multiple weapons is fun! By a simple means we can get back to enjoying large chaotic and <i>explosive</i> battles! Please consider!

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#1: ..

by Hirato Kirata on 08/13/2009 11:30

sauer already bases the respawn times no the amount of people present

int spawntime(int type)
{
if(m_classicsp) return INT_MAX;
int np = numclients(-1, true, false);
np = np<3 ? 4 : (np>4 ? 2 : 3); // spawn times are dependent on number of players
int sec = 0;
switch(type)
{
case I_SHELLS:
case I_BULLETS:
case I_ROCKETS:
case I_ROUNDS:
case I_GRENADES:
case I_CARTRIDGES: sec = np*4; break;
case I_HEALTH: sec = np*5; break;
case I_GREENARMOUR:
case I_YELLOWARMOUR: sec = 20; break;
case I_BOOST:
case I_QUAD: sec = 40+rnd(40); break;
}
return sec*1000;
}

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