Hey Guys,
that's not really a tutorial but a quite detailed explanation of functions and settings of the sleeper generator (not done yet).
(To-Do: check grammar, check content, improve layout, add pics and links)
What's the purpose of the Sleeper Generator?
* It's a fast and simple way to create working sleeper spawns (sleepers + sleeper volumes).
* In terms of quality, the sleeper generator cannot match up to manually placed sleepers but it's much faster.
How to use this thing?
- Load a prefab
- Click on the tab 'Sleeper Generator' (see pic.)
- Adjust the sleeper density (see explanation below) and click on 'Auto-generate sleepers'
- Adjust all other settings and click on 'Auto-generate Sleeper volumes' (may take a while)
- If the result is not satisfying click on 'Remove all sleepers' and 'remove all volumes', change the settings and start over
Functions (Buttons)
Auto-generate Sleepers
- The function replaces a certain amount of all air blocks that meet certain criteria (see list bellow) with sleeper blocks.
- The sleeper blocks are randomly chosen (there're 6 different species of sleeper zombies).
- The likelihood that an air block will be replaced is called 'Sleeper Density'. So if you set the text field 'Sleeper Density' to 100 (100 %) all air blocks fulfilling the conditions stated bellow will become sleepers. The default value 5 may be a bit too high.
Criteria for air blocks (air blocks that meet these conditions may be replaced with sleepers):
- There is a non-air block beneath the block (because we want to spawn the sleepers on the ground. Without this condition they would appear in mid-air).
- There's no sleeper block directly below the air block (since we don't want to spawn sleepers on the heads of earlier placed zombies).
- There's a non-air block somewhere above the block (the zombies are supposed to occur inside buildings or at least in roofed areas. This criterion prevents spawn under the open sky).
- There's is an air block directly above the block (since some sleepers are two blocks high).
Settings:
Sleeper Density:
- (see Auto-generate Sleepers)
Auto-generate Sleeper volumes
- Generates sleeper volumes using the methods and settings listed below.
Settings:
GameStageAdjust (simple method only):
- This setting assigns random 'SleeperVolumeGameStageAdjust' values to the automatically generated sleeper volumes using a normal distribution (link). I think sigma is GameStageAdjust/5.
- The GameStageAdjust is the avarage 'SleeperVolumeGameStageAdjust' value of your sleeper volumes.
- Using the default value of 300 you will see number between 150 and 450 for the most of your volumes.
- For some reason this function is only avaiable in simple mode (you have to select the 'Volume placing method simple'). That's not intended.
SleeperIsLootVolume prob. (or SleeperIsLootVolume probability in percent.):
- Should be self-explaining: randomly checks the checkboxes 'SleeperIsLootVolume' of your auto. generated volumes.
Volumes size (horizontal) ('Volume placing method simple' only)
- (see 'Volume placing method simple')
Volumes size (vertical) ('Volume placing method simple' only)
- (see 'Volume placing method simple')
Volume placing method 'simple':
- The underlying algorithm of this method is quite simple.^^
- The algorithm places a sleeper volume around certain zombies.
- The size of those volumes is defined in the text fields 'Volume size (horizontal)' and 'Volume size (vertical)'.
- Not everyone gets its own volume but a certain amount of all sleepers.
- The likelihood that a volume will spawn around a zombie is called 'Volume probability'. So a probability of 100 means that each zed will get a volume (only true in simple method).
Volume placing method 'smart':
- This method tries to place the volumes room-wise (the simple placing method is a 'zombie-wise' approach) using a random-walk-based algorithm.
- It works quite well for rooms with a simple geometry and should be superior to the other method in most cases. However, complex areas and large openings to other rooms or to the outside may lead to strange looking results.
- The size of the rooms roughly determines the size of the volumes. The volume size is equal to the room size for simple rectangular rooms.
- The results in smart mode are non-deterministic
- The likelihood that a volume will spawn in the room around a zombie is called 'Volume probability'. Zeds already assigned to a volume will not generate new vol. (prevents clone volumes)
Room size parameter (smart method only):
- Affects the size of the sleeper volumes (higher values result in bigger volumes).
- Don't touch it unless your rooms are very big and you want volumes completely covering these rooms.
Random SleeperVolumeGroups (Inactive and active list):
- You can randomize the 'SleeperVolumeGroup' of your automatically generated volumes by moving elements from the inactive list to the active list.
- So the 'SleeperVolumeGroup' are randomly selected from the active list.
- If the active list is empty the SleeperVolumeGroups will be set to S_LootRoom_XS.
- Make sure you're using Zombie v0.3z(b). Otherwise this feature won't work with the smart method.
Remove all sleepers
- Deletes all sleepers (no matter if automatically or manually placed)
Remove all Sleeper volumes
- Deletes all sleeper volumes (no matter if automatically or manually placed)
Remove sleepers outside volumes
- Deletes sleepers without volumes (since these guys will never spawn)