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Put the other maps' spawn barriers where VALORANT has them - #561
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Checked every map's bars against the SpawnBarrier actors in the 13.09 game files. 17 bars on nine maps were more than a metre off, turned the wrong way or missing; those are placed from the game, ends run on to or cut back at the drawn wall. Bars within a metre stay as drawn. Lotus had its colours swapped. Each changed file takes its map art's frame. tool/drive/scripts/spawn-barriers-all-maps.json opens each map with barriers on, attack side, and defense where a bar was added.
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After Haven (#560), this does the same check on every other map: each spawn barrier is compared with the game's own barrier, and the ones that were off are moved. 17 bars change across nine maps. Yellow boxes in the pictures mark each change.
Source. The
SpawnBarrier_Cactors in the 13.09 game files, through the same game-to-map transform the view cones use. For most maps they are in<Map>_Gameplay.umap. Sunset, Abyss and Summit keep theirs inJuliett_Barriers,Infinity_BarriersandPlummet_Design_SpawnBarriers.Rule for each bar, after looking at it on the map art:
What changed
7: moved 5.1 right
13: added: the game has a barrier here (2.5 m wide)
8: added: the game has a barrier here (2.6 m wide)
8: moved 5.6 right, 0.5 up
6: moved 1.5 right, 5.3 up. Second end cut back 3 at the wall
8: moved 4.7 down. First end cut back 0.62 at the wall
4: moved 1.0 left, 5.6 down. First end cut back 1.25 at the wall
11: added: the game has a barrier here (4.0 m wide)
10: added: the game has a barrier here (2.3 m wide)
Units are the map frame's, about 0.25 to 0.37 m each depending on the map.
Calls worth a look:
Art only: barriers are not items, nothing saved changes.
Seen in a running build. Windows release driver build, same exe for both runs, only these nine files swapped.
tool/drive/scripts/spawn-barriers-all-maps.json(new) opens each map with barriers on and shoots it; both runs finished clean. The exe was built from main at ec3fdb5, before #560.Not checked. The replay viewer and the web build: same files, same 180° turn for defense. No in-game picture was compared, the game files are the only source. Which of a barrier's two extents the game's minimap draws (the blocking volume or the visible sheet) is not settled; they differ on a few barriers, and the ends rule above absorbs it.
For the Figma source. Corrected files and numbered pictures (numbers follow each file's order):
Old and new position, size and rotation of every bar, one table per map: tables.md. Rows that say "same place on screen" only shift by the frame change.
ci: skip