Loadout Spawning System
From Goldeneye: Source
Contents |
Goldeneye Weapon Spawnpoints
Most loadouts use four weapons. Thus, with minor variation, there are four species of weapon spawns on a map. Because Goldeneye Source seeks to include the full Goldeneye arsenel, full custom weapon loadouts must be supported, and since maps are often larger and more populated than before, additional weapon spawn points are added.
The following table lists the Goldeneye canon weapon loadouts and spawn patterns, per type.
| Spawn ID | 0 | 1 & 2 | 3 | 4 & 5 | 6 | 7 & 8 | 9 | 16 |
| Pistols | DD44 | DD44 & PP7-S | PP7-S | Cougar Magnum | DD44 | DD44 & PP7 | Cougar Magnum | <none> |
| Automatics | PP7-S | DD44 | Klobb | D5K | Klobb | Phantom | ZMG | <none> |
| Power Weapons | DD44 | Cougar Magnum | RCP-90 | Automatic Shotgun | ZMG | AR33 | Silver PP7 | <none> |
| Sniper Rifles | DD44 | Cougar Magnum | Klobb | Sniper Rifle | Klobb | D5K-S | Cougar Magnum | <none> |
| Grenades | DD44 | Klobb | KF7 | Hand Grenade | DD44 | Phantom | D5K-S | <none> |
| Mines | PP7 | ZMG | AR33 | Mine | Shotgun | ZMG | Cougar Magnum | Tazer Boy+ |
| Grenade Launchers | DD44 | Klobb | KF7 | Grenade Launcher | PP7 | D5K-S | KF7 | <none> |
| Rocket Launchers | DD44 | Klobb | KF7 | Rocket Launcher | PP7 | D5K-S | KF7 | <none> |
| Lasers | DD44 | Klobb | KF7 | Moonraker Laser | Shotgun | D5K | KF7 | Watch Laser |
| Golden Gun | DD44 | Klobb | KF7 | PP7-S & Golden Gun | Phantom | KF7 | Silver PP7 | <none> |
Proposals for additional weapon loadouts unrelated to Goldeneye 007 are listed in this second table.
| Spawn ID | 0 | 1 & 2 | 3 | 4 & 5 | 6 | 7 & 8 | 9 | 16 |
| Explosives | PP7 | Timed Mines | Remote Mines | Proximity Mines | Hand Grenades | Rocket Launcher | Grenade Launcher | Tazer Boy+ |
| Premium Pistols | PP7 | Cougar Magnum | Silver PP7 | Golden Gun | Cougar Magnum | Silver PP7 | Golden PP7 | <none> |
| Inaccurates | DD44 | Klobb | Phantom | Automatic Shotgun | Shotgun | Klobb | Phantom | <none> |
| Rifles | PP7 | KF7 | AR33 | Sniper Rifle | PP7 | KF7 | AR33 | <none> |
| Silent | PP7-S | D5K-S | Moonraker | Sniper Rifle | PP7-S | D5K-S | Sniper Rifle | <none> |
| Most Popular | Cougar Magnum | RCP-90 | AR33 | Remote Mines | ZMG | Moonraker | Grenade Launcher | Tazer Boy+ |
- A server option enables or disables the extended weapon spawnpoints. When disabled, a spawn point with ID greater than 5 behaves as though it were ID minus 6. Thus, Spawn ID 6 acts as ID 0.
- Spawn IDs 1 and 2 paired because normally they are the same weapon. However, they are disctinct in Pistols, where ID 1 spawns provide DD44 and ID 2 spawns provide PP7-S. Custom loadouts may manipulate Spawn IDs 1 and 2 freely.
- In Golden Gun, only one spawn, ID 5, on the map provides the Golden Gun. There must be only one ID 5 spawnpoint on a map. Note that ID 4 and ID 5 are paired. In a different canon mode, for example, Power Weapons, ID 4 and ID 5 are the same weapon, e.g. Automatic Shotgun. Since only one of the Best Weapon spawns gives the Golden Gun, the others are a different ID and give a different weapon.
- ID 16 is an optional gadget spawnpoint. If/when gadgets are availiable, a special spawnpoint for gadgets could be added. For example, a battery to recharge Tazer Boy+, Watch Laser, or anything other Q device that would be fitting for that particular weapon loadout.
- Mappers: Those wishing to make canon maps should play them on Pistols and Golden Gun. That will determine which of the six canon spawn types each spawnpoint is. Note that maps that come in variants, like Library vs. Stacks vs. Basement, each use different weapon arrangements.
- Not included in the table are loadouts that are uniform, such as Slappers Only and Throwing Knives, since all spawns give the same weapon.
- While IDs 1 & 2 are the same weapon in many modes, when the weapon is a 9mm automatic -- Klobb or ZMG -- the ID 2 spawn crates give 100 rounds of ammunition, while the ID 1 spawn crates give 50.
- With IDs 0~5 being canon slots, 6~11 being extension slots (only up to 9 is shown in the table above); 12~15 can be used for armor spawing allowing half- and full- armor pickups, and 16 for Q-Gadget. The system can become as flexable as desired.
Custom Loadouts
There should be little difficulty in creating a GUI menu that allows interactive selection of weapons. A number of drop-down boxes would provide the necessary functionality, as could one large menu of weapons, which could be clicked on to activate the weapon's name, and then buttons corresponding to the weapon spawn classes would assign the weapon to that spawn.
- This menu could also handle starting weaponry. (Id est, option to spawn players with slaps, Tazer, or Knife)
Ammunition
Ammunition spawns should be linked to a spawn class to determine which kind of ammo it provides.
- Due to the nature of the Golden Gun, it may be advisable to ensure any ammo crate provides one golden bullet when the Golden Gun is availiable in a match. This will reduce camping behaviors, since the Golden Gun holder won't need to hover at its spawn region just to stock up on ammo.
- Allowing crates to be linked to more than one weapon spawn class would allow for special ammo pickups not associated with a particular spawn that provide 'generic' ammunition.
Handling of Dual Weapons
With the addition of a ge_dualweapons parameter, dual weapon spawning can be added without interfering with weapon loadouts. For example, when ge_dualweapons is set, dual-compatible weapons (most of them) will have a 10% chance of being spawned with a left-handed property set. Player inventory keeps track of normal (right handed) and left handed pickups. When a player has picked up both left and right handed weaons of a particular gun, that weapon shifts into dual weapon mode automatically. To be tested: A system must be developed to handle when a player with dual weapons dies. Options include drop both a left and right handed weapon, drop only the left, and drop randomly-selected left or right. This will allow dual weapons to be featured, without making them so common as to ruin their mystique.
Example of Application
Here's a map of Facility courtesy of V, labeled to show how spawnpoint IDs are placed, and which weapons will spawn there under a custom weapon set, both with extended weapon sets enabled and disabled.
This is one proposal for how to define weapon loadouts; it may or may not reflect the finalised system. Currently, a simple CFG file with a list is suggested.
Loadout "Remotes and Timed"
Spawns{
0 weapon_pp7
1 weapon_zmg
2 weapon_zmg
3 weapon_ar33
4 weapon_timedmine
5 weapon_remotemine
6 weapon_cougarmagnum
7 weapon_phantom
8 weapon_kf7
9 weapon_autoshotgun
10 weapon_timedmine
11 weapon_remotemine
12 pickup_armor
13 pickup_armor
14 pickup_armorplate
15 pickup_armorplate
16 weapon_tazerboy
}
Armor Spawnpoints
There are four armor spawnpoint identifiers. As a matter of standardisation, mappers and weapon loadout creators should use the armor spawn IDs as such:
12: Normal (primary) armor spots. Mappers use this where they WANT full armor, and loadouts should put full armor here.
13: Normal (secondary) armor spots. Mappers use this where they expect full armor, and loadouts should normally put full armor here.
14: Extra armor spots. Mappers use this where they'd like armor, but don't mind if a loadout makes it half-armor or no armor. (Assuming half-armor support)
15: Superfluous armor spots. Mappers use this to give a loadout the option of having additional armor/half-armor.
All maps are expected to use 12 and 13 armor spots. 14 and 15 armor spots are not expected to be on all maps. There is nothing planned to prevent weapon loadouts from turning armor spots into weapon spots, or vice versa, but the practice is discouraged.

