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A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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I get the feeling respawn info would probably get more use being on the devwiki.

and I don't care enough to make an account at tf2wiki but the "Note: Capture times do not reduce any further with greater than 4 people on the point." bit is wrong. More people always reduces time, it just has diminishing returns and after four it takes a lot of people to do anything.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
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Sep 8, 2008
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About respawn times. These are respawn wave times. When you die you will miss the next wave and get respawned the wave after it. This means if the respawn time is 10 that you usualy have 11-19 seconds to wait. This is because you will allways miss the first wave (which can vary 1-9 seconds) and then have to wait for the next wave (which is 10). So the actualy respawn times arent actual ones, they are just the maximum waiting time.

Then another thing. In payload maps the respawn times are based on the position of the cart. This makes those times change more often. In the start of goldrush its 10 sec for blue, 4 for red and in the end its 4 for blue and 12+ for red (dont know exactly but i remember spotting 21 seconds to wait meaning its at least 13 due to also seeing 3 seconds of freezecam). The same also counts for badwater and there the final red time is over 15 seconds (as you often have to wait 30+ seconds - and yes i know, its a pain for pyros).
 

Icarus

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Sep 10, 2008
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Then another thing. In payload maps the respawn times are based on the position of the cart. This makes those times change more often. In the start of goldrush its 10 sec for blue, 4 for red and in the end its 4 for blue and 12+ for red (dont know exactly but i remember spotting 21 seconds to wait meaning its at least 13 due to also seeing 3 seconds of freezecam). The same also counts for badwater and there the final red time is over 15 seconds (as you often have to wait 30+ seconds - and yes i know, its a pain for pyros).

Those must be hardcoded into the Payload entities then, because I gathered by data from the decompiled maps, and saw nothing that would cause what you describe.

In which case, I am very interested in how this would affect pl_waste...
 
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UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
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Sep 8, 2008
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Also i have been checking how the respawn times are scaled by players. im not 100% sure but from reading i was able to probably find out how it works:
TF2 Blog said:
How do respawn waves work? Is my respawn time affected by my performance? Why do they exist at all?

Respawn waves occur on regular intervals, based on the map settings. Most of our maps use a 10 second respawn wave time. That 10 seconds is then modified by the map state, generally reduced for the team that controls the most capture points. Each team's respawn wave time is then scaled down if the team has less than 8 players in it, to a minimum of 5 seconds if team has 3 or less players in it. When you die, you are assigned to the respawn wave after the next one. So if the respawn wave time is currently 10 seconds for your team, you'll respawn somewhere between 10 and 20 seconds from your death. Your individual performance doesn't affect your respawn time in any way.
From that bold part i think any ammount of players above 8 have the normal respawn time unscaled. However, below that count it reduces at a linear rate with the minimum on 3.
So to give a more clear example of what i mean:
at 8 players its 10 seconds. then for each less player that time is reduced with 10%
7 = 9
6=8
and so on until
3=5 (which is 50% of the base time)
And if the respawn times would be 20 seconds then at 3 players its 10.

Also, from those wiki pages you updated:
However, unless the server population is low, you will most likely have to wait for the wave after.
You ALLWAYS get in the respawn wave after the first one. And this explains why in map testing you allways see double the respawn time. You die... the timer counts from 5 for the next wave. As you arent in that one youll have to wait another 5. It doesnt care that a wave is empty.
 

Icarus

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Sep 10, 2008
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Also i have been checking how the respawn times are scaled by players. im not 100% sure but from reading i was able to probably find out how it works
You're welcome to make the changes yourself. It's a wiki.

I was more concerned about getting the map numbers correct.