Per wrote:Hmm? All player checks since my fix should check against MAX_PLAYERS, not game.maxPlayers, so it should not prevent looking at scavengers anymore.
Most AIs will do their iterations based on maxPlayers global - so if that's still not including the scavs then they won't be picking up scavs.
Also, there is usually a gap in player numbers between normal players and scavs, from memory it's something like:
2 player map: scavs are player 3 (normal players are player 0-1)
4 player map: scavs are player 7 (normal players are player 0-3)
Also, I'm not sure how things work on other map types - eg. a 3 player map, and 5-9 player maps. I assume 10 player maps can't have scavs?
Another thing... do scavs get listed in playerData and startPositions globals?
It would be great if playerData objects had a .playerType property which could be one of these values:
* PLAYER_SCAVENGER
* PLAYER_AI
* PLAYER_HUMAN
* PLAYER_NONE (slot empty)
It would be neat if there was a .name property too - for AI & scavs it would be the script filename (eg. nullbot_1.1.js or scavfact.js). For humans it could be the name they've used for their profile (eg. mine is Aubergine).
And could .difficulty be defined for human (based on medals) and scav players (always EASY?).
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