VortexQuake2 / Vortex

Quake 2 Vortex. vrxcl/revival.
http://q2vortex.com
GNU General Public License v2.0
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When there are more monster invasion spawns than monsters spawning, this should be truly random. #44

Open Moesh-zz opened 4 years ago

Moesh-zz commented 4 years ago

As a level designer, I want to create a scenario where monsters spawn in many, many locations and begin pathfinding towards spawnpoints. Think a city level, or Strogg mutant production facility.

How the current behavior works:

Minimum proposed behavior:

Additional proposed behaviors:

zardoru commented 3 years ago

I want to consider some other aspects to this issue. I think we can use map triggers to control this without the use of scripting, activating and deactivating spawns.

I propose the following:

In effect, every 'mass' waves it starts counting from 1 again, so 'count' would trigger again with such a flag.

Regarding the flags, in addition to the previous trigger:

And the following behaviours:

What do you think? Are there any other tools we may need to have a better control?

EDIT: I had forgotten, due to how pathfinding works now, caching links to valid nodes, I also propose the following: