You're lucky, then.I must be lucky so far, I haven't seen that situation where a sleeper was not spawning in no matter what I am doing. I have had situations where I reached the end and haven't cleared the POI, but backtracking I was always able to find that last group of zombies that were preventing quest completion.
Link to full notes incase someone isn't sure of where they're posted at:Added block triggers being destroyed activates it
You're lucky, then.![]()
It doesn't happen often but when it does, it is really frustrating. You can be standing on the yellow dot and not be able to do anything about it because they won't spawn no matter what you do.
To the point of the OP, from the b323 EXP notes under added:
Link to full notes incase someone isn't sure of where they're posted at:
Thanks to both of you, though this only fixes one part of the problem - a trigger being destroyed. That's a good thing! But it does not fix triggers that fail, triggers that the player doesn't go through, etc. The world is fully destroyable and players aren't required to go through the intended path of a POI. They should not be penalized by not being able to figure out how to trigger a zombie spawn to complete a quest just because they don't go where you intended.There's a fix in the latest experimental to hopefully prevents that from happening now.
Literally every zombie movie out there has people hiding from zombies. Not always successfully, but it's a thing. Some of us enjoy hunting zeds in the night as well, using the darkness as cover. There are many reasons stealth is completely viable, but on the same token, it should not be so effective that I can wipe out hordes of zeds solo. Currently, it is not, to my knowledge.
That may be another issue than stealth. Last night, I started a tier 4 quest (not stealthing) and as soon as I stepped forward from the activation point, the entire POI lit up like a Christmas tree. Red dots everywhere. Some of those were still sleeping but most were active. I'm pretty sure that isn't intended.As for stealth, I don't know what beta you're playing but I have been in max stealth (5/5 from the shadows) and had zeds on the other side of a big house hear me, wake up, and start trashing the place before I can even get to whatever leads to the area those zeds are in. Currently, I find it buggy in that sense.
Should be showing up on your compass during quests with a "clear area" requirement when in proximity to enemies that count towards the quest req if you've not modded that out. Was added in A19 or 20 iirc.Red dots? You have a map that shows them?
As hiemfire said, these show on your compass for any activated enemies that are part of a clear quest.Red dots? You have a map that shows them?
This is a good caution for POI designers. I have used triggers to spawn zombies, but nearly anytime I do, I mark the sleeper volume as "Quest Exclude". That way even if those zombies are never triggered, a quest can still be completed.Riamus said:There should never be a way to accidentally cause a quest to not be possible to complete and breaking a trigger point or bypassing a trigger point is extremely easy. Players often will not follow the intended path and they should not have to in order to get the zombies to spawn.