Problems with respawn wave time

T

The Asylum

Okay, so the general idea for making a 5-CP linear map is when there's one point left for one team, that team faces longer respawn times, while the attacking team's respawn times are shortened.

What I'm doing now is sending tf_gamerules a SetXTeamRespawnWaveTime >> Y input. That works fine when I'm testing the map by myself. So let's say I'm on the team with one cap left, and the average respawn time is 15s. But when I add TF Bots, that respawn time skyrockets to 25-30 seconds.

How do I keep these respawn times consistent, regardless of how many players are in a server?
 
T

The Asylum

So should I just not fiddle around with respawn wave times?
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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You can. Pretty much every map should have them adjusted. Just don't go higher than 10 (results in 20 max. the default) and set them for how you want them during a full game. It's designed to scale down with less people so you don't have a bunch of time where everyone is dead too much and nothing going on.
 
T

The Asylum

But isn't the default respawn wave time 10? I just went on Badlands just now, and filled the server with bots. The Blu team's respawn was never more than 15 seconds with 16 players on each side.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
It explained that in the blog post I linked. The map sets the wave time, and you are placed into the wave coming after the one currently active.

Code:
 Wave One   Wave Two   Wave Three
0---------10---------20---------30
     A   B     CD       E
This is a wave time of ten seconds. The waves are continually moving, and the letters are when players die. Players A and B die during wave one and are placed in wave two, and will spawn at the 20 second mark. C and D are put in wave three. E is put in wave four.
So your spawn time is between the wave value (dying just before the current wave ends) and double the wave value (dying just after the current wave began).