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View Full Version : Suggestion: S&D Random Attackers.



drofder2004
19th March 2007, 19:50
Hi guys.

I am not sure if you aware of the following problem and your "S&D Random Attackers" option on your mod, but there is a severe issue with the mod when used on maps with Allies defending.

Your mod changes the way S&D works, which causes an issue on some maps (Bridge and Pavlov mainly).

The error lies in a few bits of coding in boht the SD.gsc and the _bjuster.gsc

The first problem lies in the SD.gsc.

the following is the line of code taken from your sd.gsc

if(self.pers["team"] == game["attackers"])
spawnpointname = "mp_sd_spawn_attacker";

The first line was modified from

if(self.pers["team"] == "allies")

The problem is the way the stock S&D was designed to work. Logically the "Attackers" should spawn at the "mp_sd_attackers" spawn, but this was where a flaw with the way IW did their coding happens. The "Attackers" were designed to always be the attacking team, and therefore, the allies will spawn at the "attacking" spawn (even if they are defending).

The second problem lies in the bjuster.gsc
The following is taken from your "attackers()" function, lines 992-996.

if(getcvar("bjr_sd_attackerswitch") == "0")
{
game["attackers"] = "allies";
game["defenders"] = "axis";
}

This is the cvar which when set to "0" turns off the "Random Attackers", but when you turn the cvar to off, you are essentially swapping the teams on the maps which the Allies defend on.

So a suggestion is to take into consideration these maps as with the mod, the maps are unplayable on S&D (CoD2's most popular gametype).

A way of doing this is to record the current version of how the stock game works (in temporary variables) and if the player does not want random teams, the cvar will reset the variables back to their stock state.

This is an optional suggestion, if you do not wish to rework the way it works, that is fine, but I have had several emails and posts on IWN that they are having a problem with my map and your mod conflicting, and the only person who can help them with the issue is you :)

Thank you.

Bjusterbaarlik
19th March 2007, 22:54
Yes, I am aware of that problem.

We have your excellent pavlov map on our server now on S&D and it works fine. In the newest BJR beta, as a quick solution, I have taken out that 'feature'. The map works fine now.

This issue also came up before when the moh_bridge map was released and played with my mod. Since then, I have taken out the S&D attacker/defender switching until I am able to code it back in properly.

The newest beta can be found on the BJR site (http://bjusterbaarlik.googlepages.com) which fixes this issue.

drofder2004
20th March 2007, 01:40
Hi, glad you have considered it and even more glad that you are enjoying my map :)

I haven't the time to personally test these things, but I will alert those on IWN that the beta version you have out is a temporary fix.

Thank you.