//* Random Spawn Location Mutator -- RC4 -- 2013 MrLoathsome *// //* Players & Bots will Spawn at "random" locations *//
This mutator will cause players & bots to respawn at a much larger number of locations. The default startpoints will only be used if something in the map is blocking the randomly selected location.
The new locations are not actually random, although the mutator selects them randomly during games.
It builds a list at match startup of the locations of all pathnodes, inventory, playerstarts, spawnpoints, flag bases, decorations, ambient sounds and lights.
It does exclude locations that are in either waterzones or painzones or otherwise fail validation.
Not recommended for use in Assault, MonsterHunt or similar gametypes. It would probably function fine, but will basically break your game by its very nature.
Install. Place RSL.u and RSL.int into your UnrealTournament/System directory.
Add mutator Random Spawn Locations to use in your games.
For servers, add RSL.RSL to your mutators= line in your server startup script.
No need to include in serverpackeges or on your redirect.
Considerably more possible spawnpoint locations now found.
Support for up to 4096 possible spawnpoints.
Improved spawnpoint location validation code.
Spawn telefrags eliminated. (Including at match start)
Full 4 team CTF and TDM support. (Players/Bots now spawn in team area)
Mutator will attempt to spawn Players & Bots a short distance away from other Players & Bots if possible.
Note regarding CTF & TDM:
Since I have no maps available for TDM that include Team Areas I just renamed a couple of CTF maps to DM for testing.
This mutator uses the location of the FlagBases to calculate valid team locations. I did it this way to preserve compatiblity with team games such as Domination, where there are no bases.
If you were to modify or write a map for TDM play to use with this, you will need to place at least 2 actors of class FlagBase on the map for this to work. If you use 3 or 4 Bases, they should be placed roughly equidistant from each other for this to work properly.
I think this virtually eliminates the possibility of spawn camping. It may also eliminate the need for any spawn protection, but others will need to test that out.
In testing so far, it seems to be very interesting, both in DM, TDM, LMS, DOM and CTF.
It should work and do what it does on any map in any gametype, although as mentioned in the readme, some are not recommended.
Again, others will need to test that out, and let me know what they think.
Edit - Credit due to Wises over at UT99.org for his excellent question in the other thread that inspired this thingy.
Edit2 - I still can't believe nobody did this before.....
Edit3 - RC3 out now.
Edit4 - RC4 now available.
Edit5 - RC5 is in progress. Considerable performance optimizations, as well as improved validation on possible spawn locations. Stay tuned....
Note. This will not work with U1. I compiled it with Botpack as an edit package. DERP!!!!
RC2, will work with U1 and UT. It will most likely also fix the errors inherited from the Fly code that occasionally cause the warnings in the log. (State TacticalMove. Function PickDestination craps....)
The default sightradius for the zombies is set at 8200, but if you use the SwarmSpawner mutator instead of the mutator included in the Zombies5 package, I think you can adjust that. (Haven't testing adjusting that specific setting yet,....)