Hi everyone,
I’m building ground custom missions (loaded through Missions by URL) and I’d like them to use the same spawn economy as official Ground Simulator:
every player starts the battle with a fixed budget (e.g. 1,000 SP);
no SP are earned in battle (kills, assists, hits and captures give nothing);
each vehicle costs SP, and the player spends that budget across the crews of their lineup.
What I have working so far:
useSpawnScore enabled in Mission Settings > Versus params;
a customSpawnScore{} block under mission{} with base_respawn_points_coef and per-vehicle multipliers (unit_name:r=…), so every vehicle has the cost I want;
the Ground SB difficulty preset (netDifficultyBlk), so markers, view and friendly fire match the official mode.
The problem is that players start with no budget and earn SP from battle actions, even from hits. As far as I can tell, the official Ground SB budget is set by the game mode on the server, not by the mission. I can’t find any documented mission parameter for a starting budget or for turning off SP gain.
My questions:
Is there a mission or customSpawnScore parameter that sets the starting SP of each player (or team)?
Is there a way to disable or zero the SP earned from kills, assists, hits and zone captures?
The wiki says Spawn Points “can be controlled during the mission by using the playerAddRoundScore action”. Does that action add spendable SP? What are its parameters, and does it accept negative values? Is there a cap per player (values seem to be stored in 16 bits, so 32,767)?
The game scripts mention useTeamSpawnScore (a shared team SP pool) and returnSpawnScorePartInExitZone. Do they work in custom missions, and how are they configured?
If someone has done a fixed-budget mission before, or knows it can’t be done from the mission file, I’d be grateful to hear it. A short .blk snippet would help a lot.
Thanks!