Author Topic: Dynamically Sizing Maps  (Read 4579 times)

jitspoe

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Dynamically Sizing Maps
« on: March 01, 2004, 04:48:06 PM »
Since there has been quite a bit of talk about maps being too big or too small for the number of players on the server, I thought I'd point out an old, poorly documented feature:  DSM's.

Make a brush that closes off an area of the map and make it a "func_dsm" entity.

Use the key "open_pcount_all" to specify the minimum number of players that are needed before the said brush is removed.

Use "close_pcount_all" to specify what the player count must drop down to before the brush reappears.

Example:
"classname" "func_dsm"
"open_pcount_all" "4"
"close_pcount_all" "2"

When there are 4 or more players, a new path is opened.  When it drops down to 2 or less, the path is closed.

Edit: "spawnflags" "1" inverts this behavior if you want a path to close instead of open.
« Last Edit: August 24, 2005, 03:45:09 PM by jitspoe »

IronFist

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_
« Reply #1 on: March 01, 2004, 05:29:09 PM »
Post removed
« Last Edit: July 25, 2010, 10:09:06 PM by IronFist »

Eiii

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Re: Dynamically Sizing Maps
« Reply #2 on: March 01, 2004, 05:37:06 PM »
yeah, the trapping could be a problem...what would u do?

jitspoe

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Re: Dynamically Sizing Maps
« Reply #3 on: March 01, 2004, 07:58:48 PM »
That's right, IronFist.  It only does it at the beginning of the round.

Calrathan

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Re: Dynamically Sizing Maps
« Reply #4 on: March 29, 2004, 03:10:17 PM »
History of DSM: DSM was first implimented by Cyberdog in QTeam.  I dont recall any maps that used it that actually got played.

I included it in PB2 mainly for 4 team maps, allowing areas to be closed off if no one was on that team at the start of the round.  It makes for some interesting gameplay.... an interesting use for it would be to widen chokepoints when teams are larger.

And I apololgize for not documenting any of the cool things in PB2. =P
« Last Edit: March 29, 2004, 03:11:07 PM by Calrathan »

Eiii

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Re: Dynamically Sizing Maps
« Reply #5 on: March 29, 2004, 03:56:56 PM »
wow...only 21 posts for a developer...

...

Anrkist

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Re: Dynamically Sizing Maps
« Reply #6 on: March 31, 2004, 07:40:37 AM »
eiii should have Clan HOMO status.. just a thought.

Eiii

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Re: Dynamically Sizing Maps
« Reply #7 on: March 31, 2004, 05:35:18 PM »
yep. hehe
« Last Edit: March 31, 2004, 05:36:59 PM by eiii »

jitspoe

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Re: Dynamically Sizing Maps
« Reply #8 on: August 24, 2005, 04:14:09 PM »
I was taking a look at the code and noticed that spawnflags 1 "inverts" the behavior.  I updated the original post to reflect this.

Eiii

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Re: Dynamically Sizing Maps
« Reply #9 on: September 08, 2005, 10:47:31 PM »
OLD THREAD REVIVED!

jitspoe

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Re: Dynamically Sizing Maps
« Reply #10 on: September 09, 2005, 05:46:33 PM »
USLESS POST MADE!

Eiii

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Re: Dynamically Sizing Maps
« Reply #11 on: September 09, 2005, 06:02:16 PM »
QUITE!

But, I was commenting on your strange revival of this very old thread. It was even back when I said 'u'. That must be, 10 years, or something.

jitspoe

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Re: Dynamically Sizing Maps
« Reply #12 on: September 12, 2005, 01:30:41 PM »
I was just adding a note so that if people tried to use the DSM feature, they'd know the behavior can be changed by setting the spawnflags.

Eiii

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Re: Dynamically Sizing Maps
« Reply #13 on: September 12, 2005, 04:40:17 PM »
See, no one knew about this thread, and thus, woudln't have used it. You should have started a new thread. :P

jitspoe

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Re: Dynamically Sizing Maps
« Reply #14 on: September 12, 2005, 06:33:50 PM »
Then the bump served two purposes.  Now they know about the thread AND know about the spawnflags.  I don't like starting a new thread when the exact same thing already exists.  Better to keep everything in one place, especially since I've linked to this thread a couple of times, and people might search for it as well.

Eiii

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Re: Dynamically Sizing Maps
« Reply #15 on: September 12, 2005, 07:06:56 PM »
You win this time.
« Last Edit: December 21, 2005, 04:55:18 PM by eiii »