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Опубликовано:

I have a server at 4d1, and the respawn is all f***ed!!! Sometimes at Dome you respawn side by side with enemies, sometimes you respawn in the other side of a wall at Resistance, situations like that. The server have only 12 players allowed, so it's not that lot of ppl in the same match. The respawn in Steam has been fixed several times, but looks like my server have the respawn that originally came with the game, with no fix at all.

Is there some files in the B3 CP or something like that that i can change to fix it, or it's all with 4d1? Thanks

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Опубликовано:
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Even the DOM respawn is screwed, dude. FFA is acceptable, but KC, TDM and DOM?!?!?! We have the flag captured, with teammates literally inside it, and enemies sometimes spawn beside us..

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Well thank IW for that ;)

I'm aware of that, but they actually "fixed" the respawn several times. It's not that we can say "ooh, what a nice respawn" but in Steam is waaaaaay better than what's 4d1 like. Bootleg I.E, if you're behind that Truck at the B flag, enemies respawn at the A headglitch witch is some 5 steps behind the truck. Can't play like that, really.

Опубликовано:
Well thank IW for that ;)

I'm aware of that, but they actually "fixed" the respawn several times. It's not that we can say "ooh, what a nice respawn" but in Steam is waaaaaay better than what's 4d1 like. Bootleg I.E, if you're behind that Truck at the B flag, enemies respawn at the A headglitch witch is some 5 steps behind the truck. Can't play like that, really.

You obviously forgot that on steam max amount of players in FFA is 8.

Secondly, we use newest patches - same as steam so every patch that Steam players get 4D1 gets too.

Опубликовано:
Well thank IW for that ;)

I'm aware of that, but they actually "fixed" the respawn several times. It's not that we can say "ooh, what a nice respawn" but in Steam is waaaaaay better than what's 4d1 like. Bootleg I.E, if you're behind that Truck at the B flag, enemies respawn at the A headglitch witch is some 5 steps behind the truck. Can't play like that, really.

 

That is because of people playing faceoff (12 players, or even 9) with 18 players. Did you expect it to adapt so easily to that? If server owners play it with the actual numbers, then it will be better than what it currently is.

Опубликовано:

Spawning system is bad on original so IW is to blame for that... Not to mention face off maps with 18 players lol (they are made for 2 or 4 players to play on, not 18)!

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everyone whines about spawns in every games, it's not like it's just 'oh let's change one line of code and it's fixed'; nope, any change can cause even worse regressions; as such there's no perfect spawn logic.

 

I know that. But even in DOM in maps like Resistance or Interchange with only 12 players, there are people spawning behind you. I'm not kidding, really, literally behind you. There's a house with stairs near the B flag in Bootleg, one time i was dropping a Ballistic Vest and an enemy spawned right in front of me, and it was DOM with only 12 players.

There's something REALLY wrong with this respawn system. IW or 4D1, there's someone to blame for that.

Опубликовано:
everyone whines about spawns in every games, it's not like it's just 'oh let's change one line of code and it's fixed'; nope, any change can cause even worse regressions; as such there's no perfect spawn logic.

 

I know that. But even in DOM in maps like Resistance or Interchange with only 12 players, there are people spawning behind you. I'm not kidding, really, literally behind you. There's a house with stairs near the B flag in Bootleg, one time i was dropping a Ballistic Vest and an enemy spawned right in front of me, and it was DOM with only 12 players.

There's something REALLY wrong with this respawn system. IW or 4D1, there's someone to blame for that.

 

Deal with it!!

Опубликовано:
IW or 4D1, there's someone to blame for that.

oh yes as I clearly could have changed it with scripts not being available and all

 

Plus, there aren't any ways to edit the maps (IIRC).

As far as I can tell (about the map-making process; I'm somewhat ignorant of the modding process), adding more spawnpoints and making them face different directions might alleviate the issue, or make it easier to test exactly how the game determines how to spawn players (example: Aground, with 10-15 spawnpoints along the back row- I can't remember if the shore is visible from the ledges but if it isn't that might be a better idea).

Putting two spawnpoints back to back (initial directions 180 degrees opposite) might also give the player a fighting chance.

 

Or just place some impenetrable metal plates where the spawnpoints are so that you can't immediately start shooting from spawn (though truth be told that might look a little odd) and can only see in one direction. Place another plate as an exit shield (so you don't just come out of the same side into a trap), and now players might stand somewhat of a chance.

 

Granted, this doesn't stop the ability to spam the SMAW into the ground and being guaranteed a kill (HC FFA is bad for this). Since you die, and your opponent (that you just caught running out of the spawn) dies, you're very likely to spawn with him at another point. Fire the rocket at the ground, and repeat; I've been able to keep a chain going upwards of 5 times in a row on HC FFA of pure spawnkills (12-person matches, Dome).

 

It's hard to enforce "if you just spawned and there's a guy in your crosshairs, don't just mow him down"- especially since there's no Painkiller in this game- for better or worse (even a 2-3 second protection might be better than nothing).

Опубликовано:
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IW or 4D1, there's someone to blame for that.

oh yes as I clearly could have changed it with scripts not being available and all

 

Plus, there aren't any ways to edit the maps (IIRC).

As far as I can tell (about the map-making process; I'm somewhat ignorant of the modding process), adding more spawnpoints and making them face different directions might alleviate the issue, or make it easier to test exactly how the game determines how to spawn players (example: Aground, with 10-15 spawnpoints along the back row- I can't remember if the shore is visible from the ledges but if it isn't that might be a better idea).

Putting two spawnpoints back to back (initial directions 180 degrees opposite) might also give the player a fighting chance.

 

Or just place some impenetrable metal plates where the spawnpoints are so that you can't immediately start shooting from spawn (though truth be told that might look a little odd) and can only see in one direction. Place another plate as an exit shield (so you don't just come out of the same side into a trap), and now players might stand somewhat of a chance.

 

Granted, this doesn't stop the ability to spam the SMAW into the ground and being guaranteed a kill (HC FFA is bad for this). Since you die, and your opponent (that you just caught running out of the spawn) dies, you're very likely to spawn with him at another point. Fire the rocket at the ground, and repeat; I've been able to keep a chain going upwards of 5 times in a row on HC FFA of pure spawnkills (12-person matches, Dome).

 

It's hard to enforce "if you just spawned and there's a guy in your crosshairs, don't just mow him down"- especially since there's no Painkiller in this game- for better or worse (even a 2-3 second protection might be better than nothing).

 

It's not even the case of Spawn Kill, this is kinda normal in a FFA matches, but in DOM and KC with 12 players only in a large map? People spawning behind you is bullshit. This is the only issue that keeps me MAD at 4D1. I've restricted everything overpowered in my server, so the game is the most balanced possible, but this messed respawn is driving me crazy. The UAV update 1 time, there's nobody behind you. When the next update comes, there's 4 enemies behind you, when there's 50% of the map with nobody there. I'm not complaining like a child, this respawn is really messed.

Опубликовано:

Well, play on steam mw3 ground war. It will be the same.

 

Also spawnsystem for domination is slightly different, it also checks capped flags, for example if you capped A you should respawn near A(unless enemy is around it)

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Well, play on steam IW5 ground war. It will be the same.

 

Also spawnsystem for domination is slightly different, it also checks capped flags, for example if you capped A you should respawn near A(unless enemy is around it)

 

I know that, dude. What i'm saying is that even like this it still wrong. I'm tired of explain how it is in every post i make, but the respawn is really messed..

Опубликовано:

Yepp.... yep it is....

 

But do we have a choice in determining where we spawn?

 

NO

 

But can we learn tricks on reading spawn location?

 

YES

 

I still can't understand why server owners would put TDM mode in Face-off maps like Getaway....

Опубликовано:
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N00b":2nrz589c]Yepp.... yep it is....

 

But do we have a choice in determining where we spawn?

 

NO

 

But can we learn tricks on reading spawn location?

 

YES

 

I still can't understand why server owners would put TDM mode in Face-off maps like Getaway....

 

I agree with you. But what i'm saying is that even when your team is completely controlling the respawn, it stills messed. How can someone spawn right behind you when there's a full side of a map with nobody in it? I'm tired of explaining what's hapening, i'll just hope that 4d1 fix this.

Опубликовано:
Changing used spawn data would be possible (a similar hook is being used by IW4M SP levels), but adding a huge amount of similar spawn points would still include the same (point-based? dunno) decision logic.

The logic is essentially the same as IW4, with a few things disabled :roll: The best solution would be to add a few more points and change the logic to be more IW4-like, but it seems that only the former is possible.

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