4sheetzngeegles Posted May 21 Share Posted May 21 This is a question about sleeper volumes. More so the adaptation of those volumes. I know this isn't the original intent or use for it, but referring to what I've observed from the used game mechanics. Can the same mechanic that is used for sleeper volumes, within POI's be adapted to placeholder volumes? Different times I have read posts referring to variable locations of loot. The thought is this, If a sleeper volume is a spacial cube that controls an object meaning zombies, can the mechanic be adapted to apply to other static objects or placeholders. Since I intentionally play at a deficit, meaning basic melee, bow, and spear while using stealth. I often have to exit and regroup. When I reenter the Poi, I have observed that all of the Zombies not dispatched are in a different vector 3, but still within the same volume control area. Although some are static micro volumes and set to jump scare areas, others are displaced. I was curious, if this can also be programmed for placeholders. A hierarchical volume controlled placeholder, plus random\static\poi dependent tags could allow for a nearly infinite variable of locations for selected objects. Idea a poi is built by designer, specific objects grouped to specific volumetric placeholders so the original designed Poi still will contain each of the allocated objects. But RNG may place them in other locations. Like in a development they use four or five models for the houses but the interior layout is a bit different. In an apocalyptic environment like 7DTD a bloody toaster could be on the stairs instead of the kitchen. Same house but one person could have a safe behind picture one, another dragged it to the attic. It could allow for variance, with each poi walkthrough, but without having to create 10 of the same poi and manually placing the objects. Quests, lootruns, and subtle appearance would vary, with no extra work. That is after the initial code is written. Link to comment Share on other sites More sharing options...
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