Yo, everyone. Just wondering if you guys have had or have heard of a glitch I’m having when trying to spawn a new ball when a round ends in a custom game of Assault. Every now and again once a round ends, the ball will keep spawning itself indefinitely and no one is able to hold the ball for even a second. I have the first ball spawn, respawn, and extra respawn time on delivery set to 1 second. I have a feeling the problem is in those 3 options somehow. If anyone feels like they would know what the problem is or wants to look and see for themselves, the game mode is called Rush and I have a couple of maps I had to edit to work for it. Gamertag is Thisismeisityou
Thanks for any help
UPDATE: I have figured out the problem has to do with the ball not being scored before the round ends. If anyone is curious enough about it, I’ll keep posting updates on the problem
I am having the exact same issues with my map/game type for a one-bomb game-type. I’ve changed multiple settings and can not get it to work.
The problem lies within the gametype itself. The issue is to do with the scoring application of the gametype being “overwritten” by other means… for example I tested when the error occurs in the following:
> Assault was confirmed to have to continual ball respawning glitch if the bomb was not armed and a new round began. The following was tested:
>
> - Winning by player elimination (Breakout Rules; All Enemy Players are Dead). - Winning by timing out (Tie Game) where nothing is scored. - Winning by holding the ball (Oddball Rules; Scoring Over Time).Oddball was confirmed to have to continual navigational marker glitches if the ball was not held long enough and a new round began. The following was tested:
>
> - Winning by player elimination (Breakout Rules; All Enemy Players are Dead). - Winning by timing out (Tie Game) where nothing is scored. - Winning by arming (Assault Rules; Scoring by Detonation).Both had occasional dedicated server crashes.
The idea is that the game mode is made specifically to win by a certain perimeter, so if a team wins in other ways that are elected by the author of the map and gametype, then it gets confused…
> 2533274873172929;3:
> The problem lies within the gametype itself. The issue is to do with the scoring application of the gametype being “overwritten” by other means… for example I tested when the error occurs in the following:
>
>
> > Assault was confirmed to have to continual ball respawning glitch if the bomb was not armed and a new round began. The following was tested:
> > - Winning by player elimination (Breakout Rules; All Enemy Players are Dead). - Winning by timing out (Tie Game) where nothing is scored. - Winning by holding the ball (Oddball Rules; Scoring Over Time).Oddball was confirmed to have to continual navigational marker glitches if the ball was not held long enough and a new round began. The following was tested:
> > - Winning by player elimination (Breakout Rules; All Enemy Players are Dead). - Winning by timing out (Tie Game) where nothing is scored. - Winning by arming (Assault Rules; Scoring by Detonation).Both had occasional dedicated server crashes.
>
> The idea is that the game mode is made specifically to win by a certain perimeter, so if a team wins in other ways that are elected by the author of the map and gametype, then it gets confused…
This. The ball gamemodes were apparently not tested for round-related variants. Seemingly they only behave as if actions and conditions only exist for, say, Game Start and then the rest of the game type script runs from there. If the game engine forces a Round end and round start the game type doesn’t utilize those functions together and things go crazy from there because of it.
Actually, it makes perfect sense. Check to see if the ball shows up before people spawn in. If the ball is on the map beforehand, it doesn’t utilize the Round Start condition. If it isn’t there, then the Round Start parameter spawns the ball, with no Round End condition. If the ball isn’t deleted on Round End (since no game type uses rounds for ball based games), then when Round Start parameter hits again, it attempts to spawn in another ball and there’s already one there. It probably freaks out at that point.
Make a second ball spawn.
Have the first one scripted to remove it’s game mode labels.
And have the second spawn point add it’s label under the same trigger condition.
To reset the ball spawn.
> 2533274873172929;3:
> The problem lies within the gametype itself. The issue is to do with the scoring application of the gametype being “overwritten” by other means… for example I tested when the error occurs in the following:
>
>
> > Assault was confirmed to have to continual ball respawning glitch if the bomb was not armed and a new round began. The following was tested:
> > - Winning by player elimination (Breakout Rules; All Enemy Players are Dead). - Winning by timing out (Tie Game) where nothing is scored. - Winning by holding the ball (Oddball Rules; Scoring Over Time).Oddball was confirmed to have to continual navigational marker glitches if the ball was not held long enough and a new round began. The following was tested:
> > - Winning by player elimination (Breakout Rules; All Enemy Players are Dead). - Winning by timing out (Tie Game) where nothing is scored. - Winning by arming (Assault Rules; Scoring by Detonation).Both had occasional dedicated server crashes.
>
> The idea is that the game mode is made specifically to win by a certain perimeter, so if a team wins in other ways that are elected by the author of the map and gametype, then it gets confused…
This one has been dead for about two years. Please don’t revive old threads in the future.