4sheetzngeegles Posted December 25, 2020 Share Posted December 25, 2020 @Faatal Is it possible to change the trigger or design a trigger volume, for poi populating to the lot perimeter, instead of the physical poi threshold. What I mean is presently the trigger is crossing into the sleepervolume by transgressing a portal. I understand that they are varying sizes depending on room volume. The reason I am asking is because, it would pre-generate the sleepers prior to entry and being able to see them, or hear their generation. When going into a poi now, if you are moving slowly, I can often here the generation of the sleepers to come. Its basically a thud, as they drop into position. Since there is a minimum spacing between poi placement. having an on\off set of manager trigger volumes could add control to the sleeper population. Example: A player is approaching a poi, a 1 or 2 block perimeter is the off trigger volume. This one would de-res any sleepers still in a state of sleep, but ignore any sleepers in a state of awake. Passing to the lot perimeter would be the ON trigger, either activating the sleeper generation on a single level or in the entire poi. It would depend on POI height. That could be designated by the POI height, like a floor count parameter, in the prefabs.xml. This could be expanded or simplified by setting the absolute terrain as OFF just like in DM you can turn on and off the Sleepervolumes in a POI. In multi-player mode it would mean the only volumes that were on and generating would be the ones that players are physically interacting with at the time. The rest would be set to null or OFF until a player entered the lot. Cabins and s Houses average between 1 and 3 floors. So the amount of sleepers present is still less than what is rendered during a horde for most player. "To cover potential FPS concern". These could be a full POI one time gen. Apartments and Large pois could be separated into 3 floor sections. The volume would then be used as an EAI actuator. As a side note I think I may have figured part of the reason for the sound missing from the sleepers. Because they are generated in the sleeper volume they are in that volume and not connecting to the world plane until they are knocked back or down. The sleeper volume is basically a collider box or a world unto itself, but it has no pass through or collider configuration, if it were treated as terrain it could generate a sound of the shuffling feet. I learned this by listening as I played. A zombie generated from the spawner collided with the walking plane. A sleeper awakes and collides with the volume plane. Sort of a sub vacuum plane with out collider response. If you knock the sleeper back or down, it now collides with the world plane and generates footsteps. Link to comment Share on other sites More sharing options...
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