harhar
i think we should try again. my 'beloved' backdodge or that other thing with the roof slope... maybe we can get it down to 16 secs
(edit: maybe 15???)
but then we need some1 to code a high resolution timer
and a spawnpoint selector. i don't even remember which spawns we got and if we used the teleporters etc
anyways was a good waste of 3 hours
I already started coding a spawn point limiter, 'quick restart' and 'smart restart' mutator for online solo runs, so making some changes to it shouldn't be too difficult.
Spawnpoint "selection" is pretty tricky as an after-thought to maps, though. So realistically we can either selectively enable/disable particular spawnpoints up-front, or move all the spawn points to one clustered area. e.g. In Bridge, either move all spawn points to the bit in the middle of the cave between the weapon crates, or just disable the water spawn and spawn behind the pillar.
The quick restart was just a simple 'mutate restartmap' command which would do a full map reset; the smart restart was an idea which never fully worked though - it basically tried to emulate a full restart by resetting the timer and returning all spawn points back to their first state, however it couldn't reset all the movers and re-create the objectives (when you take an objective, it effectively destroys it from the map completely during that run).
The High-resolution timer thing might be possible, though it would never be on active display, it would just simply spam the console at intervals, or at the end of a map; this would require that ALL servers have the same tick-rate, or are running an HRT mod - this wouldn't be a problem for any Win32 servers, linux servers would be iffy.
If someone tells me which spawn points they want enabling / disabling in each map, then I can crack on and put those in; can always look at making it smarter at a later date. I'm after the object name in each instance, so you'd need to load up the map in Unreal Editor and get the actual Name under the Object section. (see screeny)
e.g.
AS-Bridge: PlayerStart7, PlayerStart8, PlayerStart9, PlayerStart21 = disabled
/edit:
Just spotted the bit about the timer only starting after you leave a zone / area... This
could be possible; certainly I have 2 ideas to try code-wise; again someone just needs to define the areas, and I could try it out.