Please, would like help related to Rein Invasion

Hey guys.

Sometimes I’m playing Rein Invasion, be it solo (with bots, mostly for practice, but I do have some fun doing that from time to time), or hosting a public match.

The ‘basic’ (original) version of Rein Invasion is alright, but I’d like to make two specific things happen in “my” version, if at all possible. I’m not that familiar with how the workshop scripting works. I feel that I need some guidance for the features I have in mind.

#1

Making Reins able to spawn (randomly, still) in two locations (in the same wave), instead of always all spawning together in one single spawn point. Is that possible? If it is, I would like to see half of the Reins spawn in one point, and the other half from another point. Side note, I always use the maximum number of Reins for a match, I think it’s 14 Reins total; but in any case this feature would see a “Half and Half” spawn from two spawn points, instead of one (again, that would be occurring for all the waves of the match, not just every now and then).

#2

Making a random wave (or “type” of Modifier for the Reins, that’s another way to put it) where every single Rein spawning in that particular wave can be, randomly, of any type of Modifier in the list.

So, in other words, instead of having a wave with all Reins being Big, or a wave with all Reins being Nano’ed, it would be a wave where any one of the Reins that spawn can randomly be Big, or Nanoed, or just faster, etc. A “Mixed Bag” wave of sorts (that’s probably the actual name I would give to that particular Rein Modifier, too).

Is that possible?

That’s it. I would like some guidance if anyone of you guys could, please, take some time to look into this; I would greatly appreciate.

Oh and, for reference, the latest Code for the Rein Invasion (Remastered) mode (at least to see the reference script to get an idea, just in case) is: S3PY3

D7AHH

Effects tend to get stuck past a certain point, most likely due to waits that cause interruptions between creation & storage, which consequently never lets them get removed.
Should be fixed and wasn’t the reason. 2 Modifiers were just clearing the reference table.

The default chance for a Modifier to appear was 25% per wave.
It now scales per Bot & Current Wave, meaning higher waves are more likely to have modifiers active.
1 In 1 + (2 * (80 / Current Wave))
Check “[EP] Is Active” to modify the odds.

The Big message for the display of how many modified Bots are in play isn’t working fully either, as in it executes too early and causes the count to be wrong, in addition to announcing 0 Modifier waves.

And as is common with this Script, the center jump pad is modified to reduce server load.
Instead of always checking 10 times per second for every Bot & Player it now checks 10 times per second if it had a target, 5 times per second if it had none, for the entire lobby.

The Jump pad logic is what causes the script frequently to need to throttle game sim speed.
This should now be less frequent, at the cost of the minor inconvenience that you might have a delay of 0.199 seconds to start jumping once you’re in jump pad range.


The modifications were both more so annoying than difficult to add, as both wore only defining the active spawn & modifier once at a global level, along with all modifiers being written at a global level to apply to all Bots simultaneously.
This should also mean that modifiers like Faded are no longer fading all Bots simultaneously, but independently; though from what I’ve seen it doesn’t seem to work at all anymore?
If you want to look to resolve that, Enable “TEST”, forces every single Bot to consistently spawn with the modifier.
Or any other Modifier for that matter see the rules between “MODS” & “BOSS REIN” to see which number represents which effect.

Explode is also done lazily as it’s just always the first bot that receives the modifier to also be the Super Explosive one.
Majority is written for that to not be the case, but I couldn’t bother to resolve effect creation.

))
D for low effort on my end.
F for having forgotten to add the Global.Modifier overwrite, to at least be able to manually force test individual modifiers.