Day of Defeat Wave Reinforcement System and Respawn Timer ========================================================= The Wave Reinforcement System ----------------------------- Directly from the official Day of Defeat Manual (with minor editing): With "Wave Reinforcement" gameplay, upon a death, the player will be placed in a "reinforcement pool". A "Wave Reinforcement Respawn Timer" is started by the first player who is killed. Any other players who are killed join that players timer until it runs out, and then the whole pool will "respawn" (return to the battle) together. This system provides for players to continue playing without any large amount of downtime, as well as encouraging teamwork (reguardless of the number of players per team). Note that the wave reinforcement respawn timer is displayed in the lower-left corner of Day of Defeat's HUD (the "Reinforcements" countdown timer clock). How Respawn Times are Calculated -------------------------------- The time that it takes to respawn in Day of Defeat is based upon two factors. The first factor is the built-in "Wave Reinforcement Respawn Timer", which varies depending on the number of players per team: 01-02 Players Per Team = 06 Seconds 03-05 Players Per Team = 08 Seconds 06-07 Players Per Team = 10 Seconds 08-09 Players Per Team = 11 Seconds 10-11 Players Per Team = 12 Seconds 12-13 Players Per Team = 13 Seconds 14-16 Players Per Team = 14 Seconds The second factor is the map entity based wave reinforcement respawn timer "multiplier". The wave reinforcement respawn timer multiplier is defined using the following two map entities: "detect_allies_respawnfactor" "1.0" "detect_axis_respawnfactor" "1.0" ...that are contained within the map's "info_doddetect" map entity classname. Example Respawn Times --------------------- Most of the stock maps included with Day of Defeat use the default multiplier value of "1.0" (meaning "Wave_Reinforcement_Respawn_Timer_Seconds x 1.0"). But, on a few of the maps (such as "DoD_Charlie", "DoD_Falaise", and "DoD_Flugplatz", etc...), the map designers changed the multiplier values to help balance out the gameplay of the maps for the two teams. For example, when playing on the map "DoD_Charlie", the Axis team requires three times longer to respawn than the Allied team. The reason for this longer duration is due to the following non-default wave reinforcement respawn timer multiplier values contained in the map's entities: "detect_allies_respawnfactor" "0.5" "detect_axis_respawnfactor" "1.5" Hence, if there were 6 players per team, the Allied team's dead players will respawn in 5 seconds (10 x 0.5 = 5), and the Axis team's dead players will respawn in 15 seconds (10 x 1.5 = 15). Lastly, note that the minimum allowed wave reinforcement respawn timer multiplier is "0.1", and that the shortest possible respawn time will be no less than 3 seconds (reguardless of wave reinforcement respawn timer multiplier, or players per team). ENJOY! ------ Rich „Weeds„ Nagel June 12, 2011 AIM: RichFNagel ICQ: 565228098 / RichFNagel Twitter: @RFNagel richnagel@centurylink.net richnagel@simpilot.net rfnagel@juno.com http://www.richnagel.net http://www.simpilot.net/~richnagel http://jasonwilliams400com.startlogic.com/snor/ http://jasonwilliams400com.startlogic.com/snor/weeds/ http://jasonwilliams400com.startlogic.com/snor/weeds/Day_of_Defeat/ http://tinyurl.com/TumbleWeedsCSCZDODServerStatus http://www.facebook.com/RFNagel http://www.facebook.com/profile.php?id=1164518241 http://steamcommunity.com/id/RichNagel http://steamcommunity.com/groups/SwampBuzzardsClan http://www.youtube.com/RFNagel