Thanks for your help guys.
Having read Kraid’s helpful suggestions, I’ve decided that I won’t make this mode use a “fall vector” list to detect when players have fallen into inaccessible areas.
Instead I will prevent REs from spawning in inaccessible areas by making this mode respond to mid-air hurt trigger kills and by making it spawn REs at player spawn points when players fall to their death.
Now if your spawn script also looks for the nearest spawn entity to the death location...
In GE:S 4.2.3 I think it will be possible for scripts to move capture areas from spawn points to anywhere, so this is how I intend to make REs appear at player death locations.
...maybe you could spawn the resurrection entity right there where the player touched solid ground last time before he died.
...
Maybe you should also consider to do the same thing for players that died from fall damage.
To make a RE spawn on the ground where a player was before falling to their death, I think I would need to make this mode’s script track the movement of players. This would require a server to do a lot of work in order to respond to the rare event of a player falling into an inaccessible area. So I think REs should just be spawned at player spawn points when players fall to their death.
I would ideally like REs to always spawn at player death locations (or the ground beneath them when they are killed in mid-air) when players die in accessible areas.
However, if REs always appear at player spawn points when players fall to their death, even in accessible areas, there would be no need for map makers to use the hurt trigger brush to prevent this mode’s REs from spawning in inaccessible areas. So I think this compromise would be worth making to ensure that REs never spawn in inaccessible areas.