Open alexiscoutinho opened 3 years ago
It's possibly related to the panic event that is trigger when the survivors drop into that area.
Specials, hordes and bosses can't spawn on finale areas before the finale is started. If it was all finale during the crow event everything would spawn behind
Ok. But then couldn't the FINALE attribute be set via SetSpawnAttributes
after the finale is triggered?
Whatever you do to nav persist between round restarts and just adding FINALE attribute wouldn't make it able for zombies to spawn on it. From testing finale and battlefield areas are saved somewhere during the first round start and used for spawning later.
So SetSpawnAttributes
and RemoveSpawnAttributes
would have to be run every round. However, what's the point of these methods if they don't actually affect spawning? Are they currently flawed/bugged? I'm not sure if I understood your second phrase. Do you mean the area objects that actually matter (real deal) are saved by C++ to somewhere inaccesible to VScripts?
It's not bugged. How it most likely works is areas with battlefield and finale are saved during the first round start into some sort of list which then director uses for spawning. Any finale and battlefield attributes you add later won't be used for spawning the infected during such events. And point of those methods is to add or remove attributes which they do correctly
Do you think this issue (not being able to dynamically change spawning) is fixable? I think it is very desirable to the community.
Related to #20.
@Nesciuse @Rayman1103 Would adding FINALE to 50% (in a mesh, random or line pattern) of those blank nav areas be a reasonable workaround?
Is this intentional? Because it leads to quite unintuitive situations like accidentally setting off a horde while preparing for the finale: https://youtu.be/vIoSk4UGJuU?t=1726. It also hinders spawning making the spot below quite OP, since infected only come from the front, and with the benefit of not being "abusive" (specials can pathfind there):