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#1
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TWI - Any chance a new property could be added to Spawn Protection Volumes that would allow the level designer to set how much time should be afforded the enemy to leave a spawn protection zone when it gets activated?
Property Value of 0 would indicate using the default. Anything greater than 0 would indicate how much time we want to allow. This would be very helpful (to me at least). |
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#2
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#3
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Iff I'm correct there was a propertiy for time and killtype.
The problem with this spawnprotection thing is it won't kill you when the counter reach 0 and it remains visible when you leave the zone. Its gone when you respawn. |
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#4
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That's a property of map boundary volume unfortunately. I thought for a moment when you said that, that I had been a numpty lol.
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#5
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I should work right now
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The spawn protection time and what you are seeking have been hidden from the level designers. We came to this decision based on the need conform all those values to something a player can understand 100% of the time in all the maps.
I am not certain if we plan to make those values available again. |
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#7
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#8
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Not being a smart alack, just trying to gather data. |
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#10
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I suspect Mike is referring to my map but I am currently improving how deep my attacking teams spawn protection goes into enemy territory. I have been way too severe, so I am currently pulling them back which should make the objectives harder to take as most of the enemy has not been killed by my swawn protection volumes lol.
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#11
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another 3-5 seconds would be sufficient to help. In DieBreschi... too and Coldsteel... railyard cap zone and when the dangerous crossing is capped the same thing happens. What I suspect is the time allotted is not taking into consideration the potential size of the Custom map's cap zones and map sizes. The mappers either need some flexibility with the time or more time should be allotted across the boards. ps; you of all people, could never be considered a smart-aleck.... You are helpful. ![]() Last edited by Mike_Nomad; 07-02-2012 at 04:20 PM. |
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#12
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Also it is not just the time, but more so how the mapper uses the spawn protection volume.
So to the just have more time isnt really the answer, the mapper has to be smart and think about where he/she is placing the volume. |
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#13
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Really? Why is it we run out of time and get trapped and killed? You are probably correct but when one considers how often we get killed because of this in the customs - it gets painfully obvious something ain't quite right. A solution must be found - between the goofy red screens and auto-deaths, the Custom Maps are taking an unjust beating. Last edited by Mike_Nomad; 07-03-2012 at 08:58 AM. |
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#14
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If the map is designed properly, the spawn protection zones do not need to be so large that a player runs out of time escaping that zone.
A property to allow the designer to set a value would be nice, but would probably also make us lazy too ![]() I am shortening my spawn protection zones all the time. For me, other than having a ****e design and layout of objectives, I do not actually play this game any where near enough to know or understand how best to play/use spawn protection zones. That is why my zones were HUGE which lead to me starting this thread. However, if an enemy combatant has managed to stay very deep in enemy territory when the cap zone is taken/locked, then they will more than likely still get caught out and get killed by spawn protection regardless. That is the risk the player takes with remaining that deep inside the cap zone. I can definately accept that TWI will probably not give us this property.
Last edited by LordGleedo; 07-03-2012 at 06:43 AM. |
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