Spawn when PC nears

Scripted ALFA systems & related tech discussions (ACR)

Moderators: ALFA Administrators, Staff - Technical

Locked
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Spawn when PC nears

Post by indio »

ACR_SPAWN_WHEN_PC_NEARS (Local float)
This parameter keeps the spawn point from activating unless a PC nears it within a certain range. Distances are in meters.
Can we get this option activated, AL? Currently it's listed as:
Planned Parameters
These parameters do not currently function, but are included for builders to use as an interface until they are completed. Builders should count on them functioning the way they are recorded here when ALFA2 goes live. So, you can go ahead and build spawns with these parameters.
n a place like Silvy, this function would make a hell of a difference to our overhead and load times.
Image
User avatar
Wynna
Dungeon Master
Posts: 5734
Joined: Sat Jan 03, 2004 10:09 am
Location: Seattle, WA (PST)

Post by Wynna »

I wanted it, too, but it takes a heartbeat script, apparently, which is too CPU consuming.
Enjoy the game
User avatar
AcadiusLost
Chosen of Forumamus, God of Forums
Posts: 5061
Joined: Tue Oct 19, 2004 8:38 am
Location: Montara, CA [GMT -8]
Contact:

Post by AcadiusLost »

I actually think it would make overall lag worse, enabling something like this- as is, there is a brief spike on a first entrance to Silvy, but that's taken care of while the player is still working on loading the big exterior, so it's all done by the time they arrive. If we were doing "on demand" spawning within the area, we'd have to be checking proximity of all PCs in the area constantly to spawn points, to determine if they should be spawned, and if so- spawning the creature then and there, while the player is trying to move, possibly continuing to check so they can be despawned as the players move further away- just doesn't strike me as an improvement, resource-wise.
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Post by indio »

Cool.
Image
User avatar
Wynna
Dungeon Master
Posts: 5734
Joined: Sat Jan 03, 2004 10:09 am
Location: Seattle, WA (PST)

Post by Wynna »

Btw, I get around this in the Uni by having all my spawns disabled until a PC enters a trigger within their proximity.
Enjoy the game
User avatar
indio
Ancient Red Dragon
Posts: 2810
Joined: Sat Jan 03, 2004 10:40 am

Post by indio »

Good idea. Hard to make work for an exterior with multiple entries/exits, but certainly worth a look.
Image
Locked