Hello guys, I am making a prototype FPS rogue-like game. Presently I have a single large box covering the map. This box is my spawner blueprint with all of my AI spawning logic in it. It keeps enemies on the map at a solid 20, so if some die, new ones spawn randomly within that box. I love how it works but I have 2 problems with it.
- Since I am using BSP brushes in a square map, I had enemies spawning inside BSP brushes. To stop that I placed blocking boxes (forgot real name now) and made sure they only spawn if a free spot is available, and to first find one if they are unable. That’s working about 90% of them time so once in a while I get a AI spawning inside my BSP Will I have to turn everything into a static mesh to solve this?
My other solution idea instead of going static mesh, and this is part of the expanding idea that I’ll have an outside area with unlevel ground and upper areas too…one single spawner box is not going to work because they will spawn in blocks and spawn under terrain and its generally a pain in the but otherwise as you can see. I already tested this with terrain mesh generation and they fall through or spawn under raised parts of the ground.
- I’m sure it’s possible to have multiple spawnboxes, but all of them act as if they were 1 and the same? I can’t have each box keeping 20 enemies spawned, can someone point me in the right direction about how to achieve that? the logic should keep 20 spawned and randomly spawn them inside one of those boxes…i dont want 20 in each box. I hope this is clear
Any ideas? Thanks in advanced!