4sheetzngeegles
Survivor
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.
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.