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True. Doesn't help that the spawn points are static and predictable (just open the map in the editor).
The map can be simplified to 1 spawn point, and different areas on the map.
How to do this is simple, just specify a certain area of certain X and Y, then randomize 2 numbers and let the numbers *32+16, done. This ensures randomized spawn. But the only drawback is that you have to input all of the walkable spawn area yourself.
An extract of my AOS script:
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local x_1 = math.random(Supply[t][1][1], Supply[t][2][1])*32+16
local y_1 = math.random(Supply[t][1][2], Supply[t][2][2])*32+16
parse ("setpos "..id.." "..x_1.." "..y_1)
Where
t is the team name(redundant for this case),
Supply being the table storing the spawn areas.
A more optimum version for this case would be:
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local rand1, rand2 = math.random(1, #Spawn), math.random(1, #Spawn)
local x_1 = math.random(Spawn[rand1][1], Spawn[rand1][2])*32+16
local y_1 = math.random(Spawn[rand1][3], Spawn[rand1][4])*32+16
parse ("setpos "..id.." "..x_1.." "..y_1)
Which area to spawn in is randomized first, then where
within the spawn area is decided, finally the player is moved there almost instantly. The X and Y inside
Spawn are the numbers you see right on map editor.