1:31 AM 3/4/2013

//*  Random Spawn Location Mutator -- 2013 MrLoathsome *//
//*  Players & Bots will Spawn at "random" locations *//

This mutator will cause players & bots to respawn at a much larger number of
locations.   The default startpoints will only be used if something in the
map is blocking the randomly selected location.

The new locations are not actually random, although the mutator selects them
randomly during games.

It builds lists at match startup of all pathnodes and inventory locations.
It does exclude pathnodes that are in waterzones, and inventory locations
that are in either waterzones or painzones.

Not recommended for use in Assault, MonsterHunt or similar gametypes.
It would probably function fine, but will basically break your game by its
very nature.


Install.   Place RSL.u and RSL.int into your UnrealTournament/System directory.

Add mutator Random Spawn Locations to use in your games.

For servers, add RSL.RSL to your mutators= line in your server startup script.
No need to include in serverpackeges or on your redirect.

Enjoy !

I think this virtually eliminates the possibility of spawn camping. It may also eliminate the need for any spawn 
protection, but others will need to test that out. 

In testing so far, it seems to be very interesting, both in DM and CTF. It does make CTF games much more fast-paced 
although I don't think it will change the length of the matches. 
It should work and do what it does on any map in any gametype, although as mentioned in the readme, some are not recommended. 

Again, others will need to test that out, and let me know what they think. 

Only "bug" discovered so far, is that there will be a player telelporting effect at whatever default playerstart the engine 
picks before this mutator has a chance to move the player. (It will also spawn the effect at the players new location however.) 
Due to the amount of work that would be needed to eliminate the effect at the default playerstarts, if it is even possible, I am 
leaving that alone. 
It is a notification that a player or bot has respawned elsewhere on the map. 
It is not a bug. It is a feature. 

Also, regarding telefrags at match start. 

Due to the way UT does things, it would be difficult to eliminate that issue, if it is even possible. 
The only way to fix that, is to either have fewer bots & players on the map, or to edit the map and 
add some additional playerstarts. That only seems to occur if you have more players in the game 
than the recommended maximum for that map.... 

