Non-seamless ATs?
Posted: Thu Apr 12, 2007 10:30 pm
During a discussion of the Seamless ATs, and dynamics of creatures/mobs chasing PCs from area to area, this came up:
My initial thoughts on the matter are quoted here- what do the rest of you think of the idea?indio wrote:AL, will your code adapt to regular cave door transitions?
[/quote]AcadiusLost wrote:It won't work for cave ATs at all- it needs to be at the edge of an exterior-type area currently.
If it's desired, I can pluck out the useful bits of the code to make a more generalized AT system, though there are some potential problems, namely that you can't "see" these ATs on a mouseover like you could with old NWN1 blue ATs- so they tend to take PCs by suprise.
With regard to cave entrances: those still use "door" type ATs, right? Currently we have the ACR doing prespawning for destination areas using those, though we don't have the delay/protection/spotccheck-hostile warning controls set up for them like seamless ATs have. It's certainly something doable though, and potentially in fairly short order. There are quite a few cases to consider though, as it could be trigger to door, door to waypoint, or door to door- the good news is the destination calculation is a lot simpler than for the seamless ATs.
I think the thought was that with door/waypoint ATs, the builder has a lot more control of where the PC will end up, compared to seamless. Would you still want the 3-second "abort" delay whenever you try to enter a building? Do we want to deny door or trigger-based ATs that have no detectable return ATs, as we do with the Seamless system? Should we be playing a VFX on the other side of the door like we do with seamless? All things we'd have to consider in adapting the code. I'll crosspost this to the ACR forum, as the discussion is better held there, to leave your Beta forum focused on bug squashing, heh.