Insurgency: Sandstorm

Closer Respawns for Insurgency: Sandstorm

Released (updated ago). Ranked 122 of 664 with 6,097 (32 today) downloads

Published by TayLord (mod ID: 2085656)

3c25d-teleport_edited.1.jpg

This is a mod that respawns players closer to the objective on death when using respawns. This functions for all single objective modes including Checkpoint, Survival, Push, and Frontline. After round start and objective captured/destroyed there is a delay until the adjusted spawn is used. Adjust PostCaptureDelay to set this delay. Once this time has passed, the new spawn will be used instead of the default spawn. This is still in initial release phase and there may be issues with having dead players spawn forward after objectives are captured. Please give feedback and tag me if this is seen in online play.

Mutator=NewRespawns

Default config is below:

[/NewRespawns/Mutators/NewRespawns.NewRespawns_C]
Distance=80.0
DistanceCounter=50.0
BotRadius=25.0
PostCaptureDelay=45.0
bEnableDuringCounter=True
bEnableDuringVanilla=True
bSimpleAlgorithm=False

Config Name

Description

Distance
DistancePVP
DistanceSurvival

Minimum distance (in m) from objective to spawn player during vanilla play for respawns
Same but for PVP
Same but for Survival mode

DistanceCounter Minimum distance (in m) from objective to spawn player at during counter attacks
BotRadius Minimum distance the player must be from bots in order to spawn there. If a bot is within this radius then the spawn spot will move backwards until the bot is this minimum distance away.
PostCaptureDelay
PostCaptureDelayPVP
How long (in seconds) after capturing objectives to disable new spawn points. This allows the team to respawn at the objective for a period of time.
Note:
This should be set in line with Distance such that players don't die and move forward then they actually made it. Think how long would it take me to travel Distance in a round. Then use that.
Additional setting for PVP modes (Push/Frontline) as well
bEnableDuringCounter This sets whether or not new spawns should be used during counter attacks
bEnableVanilla This sets whether or not new spawns should be used during vanilla play
bSimpleAlgorithm If set to true, then the mod will opt for a very simple algorithm with no iterations for servers running ISMC that may not have the capability to implement the iterative method. This simply estimates the location and tries to spawn the player there once with no bot detection.


Appreciate my work and want to donate or have a mod made? See my profile for link. If leaving a comment regarding bugs or feedback go ahead and tag me so I get a notification.

Releases

FilenameSizeVersionAddedOptions
filedata.16.zip17.09kb1.4.4

filedata.15.zip16.95kb1.4.3

filedata.14.zip16.85kb1.4.2

filedata.13.zip16.59kb1.4.1

filedata.12.zip16.57kb1.4

filedata.11.zip15.94kb1.3.2

filedata.10.zip15.93kb1.3.1

filedata.9.zip15.87kb1.3

filedata.8.zip15.61kb1.2.3

filedata.7.zip15.56kb1.2.2

filedata.6.zip15.01kb1.2.1

filedata.5.zip14.11kb1.2

filedata.4.zip14.06kb1.1

filedata.3.zip16.02kb1.0

filedata.2.zip12.75kb-

filedata.1.zip12.68kbbeta release

filedata.zip9.34kb-

21 comments

Join the community or sign in with your gaming account to join the conversation:

chaikobar
chaikobar @chaikobar

Is it normal for the targets to be displayed as a bot?

[UA]Joker9799
[UA]Joker9799 @joker9799

I can confirm that any server I put this on with ISMC crashes repeatedly... it's unfortunate, because this mod has a lot of potential to help with custom maps that have long run distances.

I'll keep checking back to see if you're able to get it working appropriately.

Edit: I can confirm this is working properly with ISMC! Thanks for the hard work!

LO
lockedncocked @lockedncocked

Yup me too on ISMC local play. Vanilla local works fine.

TL
TayLord @taylord

Could either of you check whether ISMCArmoury_Legacy works with this? Maybe ISMC modifies the bots enough that the game thinks they're players and tries to move them. ISMCArmoury_Legacy doesn't modify bot loadouts.

EDIT: Seems legacy is still crashing. I added bSimpleAlgorithm=True as an option to try a very simplified algorithm that should just run a quick estimate for location and if it fails, then it will revert to original spawn.

Mamba45
Mamba45 @mamba45

Thanks for the confirmation. Yah, wish it would work with ISMC, same situation here re: many of the custom maps on our server.

Mamba45
Mamba45 @mamba45

Has this been tested with ISMC? My game crashes consistently near the end of the map load after connecting when this mod is added to the load line.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff
Running latest ISMC mod, stock maps, stock config for this mod.
Example load line (spaces added here due to character length rules):
travel Sinjar?Scenario=Scenario_Hillside_Checkpoint_Security?Lighting=Day? game=checkpoint?Mutators= ISMC_Hardcore,ISMCHardcoreMovement,NoRestrictedArea,NewRespawns

TL
TayLord @taylord

I've never tested with ISMC, but this only does anything once a player spawns after round start. Could you check if it still crashes without ISMC? Could be a server overload or related to ISMC. I can have a look when I'm back.

Mamba45
Mamba45 @mamba45

Hmm... since the latest 1.12 hotfix that NWI released today my game hasn't crashed at all. We'll definitely use this mod all the time if things stay stable, thanks a lot!
06.13-22 edit - The crashes returned, sometimes just the client, sometimes the server. Sadly, we'll have to pass on this mod since we don't want to give up ISMC. Appreciate your work.

TL
TayLord @taylord

Could you test ISMCArmoury_Legacy and see if it still crashes so I know why ISMC may be breaking this?

Mamba45
Mamba45 @mamba45

Using ISMCArmoury_Legacy I tried Farmhouse (stock map) then Redwood Reborn (custom). Seemed to work properly but that was a short solo test. We'll stick with Legacy awhile and report back. Tho' if it's stable it could also be due to lower overhead using the NWI cosmetics vs the ISMC ones.

TL
TayLord @taylord

Good to hear. That narrows it down a bit. Thanks for testing!

Mamba45
Mamba45 @mamba45

No joy. Running ISMCArmoury_Legacy with myself and one other player, 8 bots on Mud Village map, server crashed either trying to capture or right after the capture of Alpha. Crash occurred on my first death, right when the respawn would kick-in.

TL
TayLord @taylord

Ok. I added an option for you to try. Try setting bSimpleAlgorithm=True in your settings with the new update.

Mamba45
Mamba45 @mamba45

Thanks, we'll try this out in regular ISMC HC mode tonight. Current game.ini section settings:
[/NewRespawns/Mutators/NewRespawns.NewRespawns_C]
Distance=60.0
DistanceCounter=50.0
BotRadius=25.0
PostCaptureDelay=45.0
bEnableDuringCounter=True
bEnableDuringVanilla=True
bSimpleAlgorithm=True

TL
TayLord @taylord

Just note that the new distance may be off from 60m as its just an estimate. It'll definitely be closer but not exact. If it works, then I can probably add one more iteration to get it a bit closer without much more processing load.

chaikobar
chaikobar @chaikobar

sorry ๐Ÿ™ˆ๐Ÿ™ˆ i found the Error, the server needed (a long) time to init the mod. works great, just 50 Meters to Target yeah ๐Ÿ‘๐Ÿ‘ Thanks its great

TL
TayLord @taylord

Glad its resolved. Thats a long time. :D

TL
TayLord @taylord

This mod was made post-1.12 and is functioning currently on my server.
Did you modify the game.ini at all or go with default?
Was the mod active in the mutator list?
Did it ever respawn during counter or vanilla?
180m is a long way. Was this a custom map?

FYI. I have another mod StallCounter that disables bots from recapturing objectives if thats your goal.

ๆณ‰ๆ™“้žRozwel

You always bring endless surprises to the community.
My translation software is fooling me.
Let me guess the function of this MOD: it provides an effect similar to the resurrection of a team, allowing players to resurrect near the surviving player closest to the target point, and AI also enjoys this effect.
It seems that AI itself has the characteristic of "team resurrection".
I have noticed that the unit has become meters, why not use the illusory unified unit centimeters? Just to be consistent with most of the configuration parameters.

TL
TayLord @taylord

Not quite. This doesn't change AI spawns, only player spawns. When players respawn it moves them a set amount closer to the active objective. I thought meters would be more practical for this mod as players can see how far away they are from the objective in game and set it accordingly. I might make it adjust the new locations based on how far players have made it, but currently it's a fixed amount.