To add spawns the
Native way (Works for Battle, Siege, Rageball and DTV) select
Entry Points from the drop down list of item types. Each entry point has two values associated with it, the topmost one you see when it is selected is it's spawn id and the server uses this to tell them apart.
Here is a list of the entry point values concerning each mode:
Battle:Faction 1 spawn: 0
Faction 2 spawn: 32
Master of the Field Flag Spawns: 67, 68, 69
(^Place these in areas that aren't in favor of one side or the other. If it's looking like the battle will be a draw a MOTF flag will spawn at one of these entry points)
Ladders: 100-109
(^See section
2C below for proper/advanced placement technique)
Siege:Defenders: 0 - 31
Attackers: 32-63
Flag: 66
Ladders: 100-109
Siege engine 1: 110 - 119
Siege engine 2: 120 - 129
Siege engine 3: 130 - 139
NOTE: To see how spawning works differently from
Native siege for conquest , look at the very next section under Rageball.
(both kinds of siege maps can run on the same server, as seen on EU2).
DTV:NPCs: 1-5:
Viscount and Players: 32
RageballBall spawn position at match start: 95
(^This is also where the ball will be moved if idle for 30 seconds)
Team 0 spawn: 96
Team 1 spawn: 97
Team 0 goal: 98
Team 1 goal: 99
Used as spawn points after a player dies: 0-94
(Try to spread these around the map evenly. You don't have to place all of them. Just make sure none are misplaced - inside objects, under the terrain etc)
To define the playable area: Use the prop
crpg_rabbit_ball_barrier instead of the standard 2d barriers, because {
barrier_2m,
barrier_4m,
barrier_8m,
barrier 16m,
barrier 20m} and
barrier_box don't
reset the ball, just stop players passing through.
Every
second the server will check to see if the ball is inside the
crpg_rabbit_ball_barrier props, and if it is it will trigger the out of bounds script.
These can be scaled of course, make sure they're thick enough so that the ball can't pass though it during that one second interval or the ball might escape and the server will have to be restarted by an admin.
---------------------------------------------
HOW SPAWNS WORK IN SIEGE / CONQUEST---------------------------------------------
When a map-maker creates a siege map the Native way;- Place defense spawn points (entry points 0-31) throughout the castle where you want defenders to spawn
- Which spawn is chosen by the system isn't random or proximity to flag, it's based around a convoluted system made up by Taleworlds;
1 - Proximity to Entry Point 0 (what I call Defense Center)
2 - Proximity to attackers (it wants to spawn you AWAY from enemies)
3 - Proximity to other defenders (it wants to spawn you CLOSE to other allies)
(order is the weight order of the parameters)
Here's what this means in terms of gameplay:When attackers get in and get close to the flag, the system is going to try to spawn defenders AWAY from the attackers
EVEN if Entry Point 0 is near the flag, it will likely NOT spawn you near there:
You will spawn at an entry point - As close as possible to entry point 0
- Further from Enemies
- Nearer Allies
Further from enemies and closer to allies, overpower the need to simply spawn you close to entry point 0!
You
could put
all the defense spawn points near the flag, thus preventing the system from spawning defenders elsewhere - but that map WILL be either;
Boring!
Untakeable!
^Both.So don't do it.
---------------------------------------------
Most map makers do the following for Native siege:
- Place defense spawns how you think it will be best, put it up on server to "test" (we don't have any other way really to test with many players)
- Watch the results and/or gather feedback (the community is
so helpful and constructive with this, of course
)
- Make small changes (not knee jerk react and make things worse)
- Re-upload
- Watch again...
The above doesn't usually happen to attackers despite their spawns using the same system, as attacker spawns are usually all clustered around entry point 32 outside the castle, where defenders aren't likely to go.
Even if defenders did get close to entry point 32, all the attacker spawns are in close proximity and other options for spawning (defender spawns) are only worse choices as
most defenders will still be inside the castle...
This
Native system works well enough for a basic siege map where all the attackers are coming from one side, however if you are working on large maps or if you have spawns on 2 or more sides then it will either break, or at the very least be highly unpredictable as the system does not care if spawns are friendly or hostile when choosing where to spawn a player.
BUT what if you want to make a larger, more complex map? With full spawn control, more than one objective, longer round times and BALLISTAS!?---------------------------------------------
CONQUESTSpawns in this mode work differently than
Native:
0 and 32: Placed anywhere on the map, doesn't matter where as long as they are placed
Ladders and Siege tower paths: Identical to
Native siege
Entry Points: Not used for spawning players in this mode, don't place them
This
cRPG specific mode uses shiny new
cRPG specific scene props to handle flags and player spawning, which work in an arguably superior way to the convoluted mess which is the
Native siege spawn system:
crpg_siege_flag_poleVar id 1: Flag ID. Valid numbers: 1 or higher. Must be unique for each flag! (Unique from flags in different layers too)
Var id 2: Layer number. Valid numbers: 1 or higher. Flags in layer 1 are vulnerable from round start.
Example: Flag 1 layer 1 - Var id1: 1 Var id2: 1. Flag 2 layer 2 - Var id1: 2 Var id 2: 2. Flag 3 layer 2 - Var id1: 3 Var id2: 2.
crpg_siege_flag_pole_nameVar id 1: Flag ID of the flag you want to give the name to.
Var id 2: Index number of name. Current values for names: (
1 for
flag_1,
2 for
flag_2 etc)
("flag_0", "flag"),
("flag_1", "Outer Walls"),
("flag_2", "Inner Walls"),
("flag_3", "Courtyard"),
("flag_4", "Keep"),
("flag_5", "Gatehouse"),
("flag_6", "Outer Gatehouse"),
("flag_7", "Inner Gatehouse"),
("flag_8", "Northern Gatehouse"),
("flag_9", "Eastern Gatehouse"),
("flag_10", "Southern Gatehouse"),
("flag_11", "Western Gatehouse"),
("flag_12", "Northern Walls"),
("flag_13", "Eastern Walls"),
("flag_14", "Southern Walls"),
("flag_15", "Western Walls"),
("flag_16", "Upper Walls"),
("flag_17", "Lower Walls"),
("flag_18", "Breach"),
("flag_19", "Harbor"),
("flag_20", "Tower"),
("flag_21", "Northern Tower"),
("flag_22", "Eastern Tower"),
("flag_23", "Southern Tower"),
("flag_24", "Western Tower"),
("flag_25", "Ship"),
("flag_26", "Village"),
("flag_27", "Outer Courtyard"),
("flag_28", "Inner Courtyard"),
("flag_29", "Marketplace"),
("flag_30", "Tavern"),
("flag_31", "Dungeons"),
("flag_32", "Stockades"),
("flag_33", "Blockade"),
("flag_34", "Armory"),
("flag_35", "Smithy"),
("flag_36", "Armory"),
("flag_37", "Barracks"),
("flag_38", "Archery Range"),
("flag_39", "Sewers"),
("flag_40", "Bridge"),
("flag_41", "Outer Bridge"),
("flag_42", "Inner Bridge"),
("flag_43", "Northern Bridge"),
("flag_44", "Eastern Bridge"),
("flag_45", "Southern Bridge"),
("flag_46", "Western Bridge"),
("flag_47", "River Crossing"),
("flag_48", "Stables"),
("flag_49", "Beach"),
("flag_50", "Beach Landing"),
("flag_51", "Siege Camp"),
crpg_siege_selectable_spawn_attackersVar id 1: ID Must be unique between attacker spawns and the
crpg_siege_flag_poles.
crpg_siege_attacker_spawnVar id 1: Flag ID. (or
selectable_spawn_attackers ID). Spawn point for attackers, linked to a specific flag or attacker base. Typically place between 6 to 20 of these per flag, preferably spread out a little.
crpg_siege_defender_spawnVar id 1: Flag ID. Works exactly the same as crpg_siege_attacker_spawn, except is for defenders.
crpg_siege_spawn_camNow this can be a bit tricky to get right. It basically marks where the camera moves to for the spawn selection menu. Typically a good spot to place it is in the middle of your map, 200-300m up. The arrow should be horizontal, pointing to the horizon and not the ground. Once placed, press CTRL+e to save the map, spawn somewhere and press M to view how it looks. There should only be one per map!
Var id 1: field of view (zoom). Valid values: 10-120. The lower the value, the more the camera will zoom in.
crpg_siege_max_timeSets the round time limit for your map. If none exists, the default time of 7 minutes will be used. Only one per map.
Var id 1: Minutes. Valid values: 1-60
Var id 2: Seconds. Valid Values: 0-59
crpg_siege_def_extra_spawn_timeSets the defenders penalty to respawn time. If none exists, the default value will be used - 25 seconds between death and respawn.
Var id 1: Seconds. Valid values: 0-127
crpg_ballista_fullPlace this in your map to add a ballista turret.
Var id 1: Horizontal rotation cap (optional). Valid values: 1-127. If 0, players can rotate it fully 360 degrees.
DO NOT place any of the other ballista parts in your map, only place
crpg_ballista_full.
Note: Make doubly sure you do not place rogue entry points in your maps, they can cause some very strange things to happen to spawning players.
How to test the Spawn points:
Host the map and add 63 bots, split between the teams, so you can see if your spawn points work correctly.