Trigger areas + spawn objects within ( box, poly & circle )

greetings.

today i come with a feature request ( one of many ) that probably only my grand children will ever see.

but, worths to take a shot to implement.

a brief of context

today’s main suggestion comes from a desire and few behaviors / features noted from the halloween’s 2024 spawner missions.

so, i’ll start by saying that, i haven’t looked deeply into the zombie code.
because, it works on a more broader way than i wished for.
still impressive, and there is something that it’s of use for this suggestion as well.

but,

taking in consideration the randomized spawner, or the " objective based " spawner, ( the one inside the battle area where you have to interact with the totum )

it would be increadibly useful if we could get similar features, but on a precise / dedicated area.

main idea

so, the main idea for this main suggestion as briefly mentioned, would be a spawner area with a trigger system. given through a box shape, a circle shape, or definable poly areas.

long story short, it would be cool if we could tell the game to spawn specific npcs / soldiers / zombies in enstablished area but in a randomized or defined order.

for example, through the wave system, insert which entity to spawn, and the number of spawned objects.

this would bring a more dynamic encounter type of system for modders to use. giving tons of replayability for mods.

here are a couple of examles:

Randomized placement

similar to the base zombie feature, yet in a more contained area.

where modders can give a more precise way of where they’d like the random generation start working on.

for example, only inside the house, and not outside.

best used for larger quantities or wider generation.

this new node would come with two boxes or circles. one on the inside colored of white ( or any other color. just for the sake of example ) and the outer one of red.

the white one will be used for the generation ground. the red one, will work as a " trigger " area.
where if detects players or movement, ( similar to a mine ) the system will trigger and spawners will be enabled. releasing what has been putted inside the generated entities parameter actually spawn inside the white box in a randomized manner ( more on the " generated entities parameter " later )

or, in the second manner,

precise generation with %

in the second case, instead of being randomized, modders will be able to use a dedicated micro spawner to insert for a more precise placement of randomized entities.

essentially, modders through this second node would be able to place spawners in a more precise way that through the trigger area, will spawn said entities that have been placed into the " generated entities parameter ". )

for example, being able to run with different combinations. giving more choices.

parameters

in this section, i’ll cover various parameters and functions that would be handy to have for this feature to work even better.

so, first thing first, let’s address the elephant in the room:

generated entities

in this parameter, modders will be able to add the items that they want to be randomly generated through out the surface of the area. similar for example, how waves for the zombies gets handled / setted up )

and each item can be boxes, for example, each time someone comes across a house, through different playstles, the boxes placement will differ.

vehicles,

for example, everytime an area has been captured or limitated, if players will cross the trigger area, each time a vehicle will be given. for modularity difficult, or just general difference. providing different experiences each time a mod gets played.

npcs, zombies, etc etc.
anything that anyone can think of.

spawns timing

as for timing, i mean for example, loops.

either be:

  • one time trigger activation

each time a mission start, if players comes across one of these trigger areas that activates onces, pretty much does what it implies.

the trigger area will spawn the randomized items ( or predefined ) only once, and will never activate for the rest of the match )

  • X times trigger activation

this one instead, will provide a finite ammount of time each generation will activate.
however, it requires players to leave the area to then re-enter and reactive for a new combination.

this is essential for areas that gets replayed.

for example, on zombies. or races type of mods.
where a set of obtsacles or crates may be needed to be reused with a different placement.

  • through timer

similar to how patrols works.
each amount of time passes, the trigger will activate and starts spawning items each

and as sub features, it could be a one time thing ( after 5/30 / :infinity: time, it will only spawn once, and then never again ) , or for example, each 30 seconds each stage ( /wave) spawns in a sequetional or randomized order ( a further parameter to check the randomized / sequential parameter is needed ).

and can be used for strenghten points on objectives ( for example, " if you fail to complete the mission in a time period, the enemies will gain additional reinforcements ).

or this can be used for armored patrols.

Percentages

% is a parameter used primarily on each stages or waves. and, on the small defined spawners inside the predefinited spawner inside the spawner area.

allows modders to tweak % of what has higer chances of appearing, and making other less appear. but still chances of actually happening.

for example, i’d like that players when reaches a certain areas has a chance of getting crates to get more weapons through exploration, ( or even for battle royals… if you can believe it ) and having a small % to get better weapons. but if unlucky, have a higher chance of not getting anything, or a low grade crate.

or, let’s take for example an invasion.

once players reach an objective, there’s a % that the opponent team has a chance of getting more reinforcements on the point, or face stronger / lighter resistance.

to chance encounters each time.

but, % can be applied on the spawn areas themselves.

for example, taking the villa above, having % of a boss appearing inside the house, instead of outside.

changing and dynamics and encounter each time the map/mod gets played.
and there are many other instances of where % can affect certain outcomes.
while having more modularity for modders.

shapes

as for shapes, i’d think if could be setted up like box areas would be ideal. being relatively easier to place and what not.

and last but not least

nav mesh

in general, would be best for players to first create a map, then use the navmesh generator, and then use the spawners. to prevent or avoid situations where zombies or stuff is flying.

Trigger area

so, when it comes to the trigger area, i’m not sure how to handle it.
but it would be convinient if players would be able to adjust it’s height, depth and / or lenght.
similar to a ladder parameter. where you can tweak the numbers and see with the yellow where the trigger are may be.

ideally, it can be bigger than the spawn area, or smaller.

which can be used to set up traps, minefields and many other aspects.

why would you want / need any of this

well, the possibilities with this tool are planty.

and the main idea as highlighted many times, is to have lots of replayabilities, while having a randomizer tool that helps to create many unique and each time, different encounters.

this can be used for battle royals,

since could be integrated with zombies, handle the loot across wider / shorter areas, encounters and much more.

can be used for races, to handle and disseminate objects around the track each time. ramps, barrels, and many other features.

it can be used for pves.
since pves do not allow more than 200+ soldiers active in the map, this would greatly allow players to still play a functional and not watered down pves against enemy soldiers, which tanks, etc.

so being able to spawn procedurally and sequentially an ammount of soldiers each time for the next areas before reaching them. providing firefights outside capzones too.

this can be used for zombies mods, to determine more handcrafted areas and force certain fights, reward exploration more, or generally allow with a bit of luck, to gain crates of good rarity and what not opposed to only go to the objectives.

and the possibilities are many, many more.

because the biggest problem with many mods, is that they become stale with not much repleyability.

this would allow for different and unique experiences each time a mod is being played.

a win situation for everyone.

more people playing the game, and more ways for us modders to handle in a more direct / randomized ( depending on the modders need ) way to add stuff that chances each time.

as for example, zombies mods crates always end up being in the same area. or in my pve cases, pre placed bots always end up being in the same position.

so yeah. i think this can be a game chancer if implemented.
may not be easy to do, but i’d recon it’s something that the developers related to modding should focus next to CC. ( or that few/one individual that does anyway )

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ideally, it would even work better with this,

( for npcs )

where they patrol the area of spawn or given a specific area.

but that may be a long shot.
( pretty much like any of our requests :upside_down_face: )

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to do as in ARMA 3


in principle, you need to ask the editor at all as in ARMA, but who are we talking to? :slight_smile:

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i mean…

i think the bases are already there in enlisted ( or rather, in the editor from the zombie random zombo spawners ).

you’d recon they would make it on a smaller scale?

or am i that usual lunatic-optimistic-dreamer?

I do not know what is going on in their heads, if they gave us triggers, then i would like to see them as in ARMA at least

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well let’s hope so, old friend…