Preferences for Spawn System features?

Scripted ALFA systems & related tech discussions (ACR)

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AcadiusLost
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Post by AcadiusLost »

Another thought on the seamless ATs: right now they only function from the seamless edge of an exterior-style area, to the seamless edge of another such area. Is there any need for interior to interior seamless ATs? Or exterior to interior ones?

I'm thinking these would only be needed if workable "outside" tiled areas are developed and adopted, but I suppose builders connecting "interior" cave areas together might get some use out of interior-to-interior seamless ATs. The trick with them, of course, would be making sure "adjacent" areas have their walkable areas lined up, otherwise they'd be useless.

If this is something people feel a need for in the near-term, I can write some alternate functions to use for those cases, if not, I'll keep it on the backburner for another time.
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AcadiusLost
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Post by AcadiusLost »

One option that wasn't implemented in the code I inherited was the Spawn Duration controls:

ACR_MIN_SPAWN_DURATION (Local float)
ACR_MAX_SPAWN_DURATION (Local float)

Basically, they allow a builder to set a range of time over which a spawn will persist after being triggered, before despawning on it's own.

This isn't terribly important from a performance perspective with our current system, as we suspend local spawn hearbeats when no PCs or DMs are in an area, and despawn areas once they've been inactive beyond a certain amount of time- they get repopulated seamlessly once a PC or DM avatar heads back there again.

However, if people think they'd have other uses for this setting, I can work out how to enable it with our code, likely just a delaycommand to call a function to switch the spawn point off, and queue up another delaycommand to reactivate it after the specified respawn delay. I may get it up and running for the release, if group spawning proves to be less onerous than expected.
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