POI's and you; a how-to

Discussion in 'Planets & Playfields' started by Fractalite, Mar 11, 2020.

  1. Fractalite

    Fractalite Rear Admiral

    Joined:
    Aug 10, 2016
    Messages:
    4,451
    Likes Received:
    8,946
    Thank you for the timing - will update. Also, yeah, the last time I tracked when and what type the NPCs spawn as, they seemed sequential, but it might have change on me.
     
    #21
  2. Dem

    Dem Commander

    Joined:
    Oct 13, 2019
    Messages:
    44
    Likes Received:
    119
    Q&A

    Drone base planetary/orbit is ok BUT i have this ;

    Drone Carrier CV so not a drone base. Can i use drone spawner on this ? If not, i have to change feature of the ship.

    20200316034430_1.jpg
     
    #22
  3. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,395
    Likes Received:
    12,004
    Just a few things I've noticed while working with spawners:

    If you set up a spawner to spawn 4 different types of NPCs but set the max spawn to 2, then it will only spawn 2 NPCs (randomly chosen from the list of NPCs you set). It won't spawn 2 sets of each NPC, but just 2 NPCs total.

    Different factions don't currently fight each other, but this may change in the future. However, putting say Polaris NPCs in a Zirax base can cause problems when players accidentally shoot them or use AOE damage and incur an unexpected reputation loss.

    Static means the spawner will work without power and I think will also ignore signal logic.
    Non-static means the spawner will not function if the base loses power or a core, and can be controlled by signal logic. Good for when you want a spawner to activate or deactivate with signals.

    Respawn means the spawner will respawn NPCs that were killed after about 2 minutes.
     
    #23
    Supay and Fractalite like this.
  4. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,395
    Likes Received:
    12,004
    yes drone spawners will work for orbital (space based) patrol vessels. (drone spawner 1, not drone spawner 2)

    Each drone spawner will spawn 1 drone, so the max drones the ship can have deployed at any one time is equal to how many drone spawners it has. 2 spawners = 2 drones out at once. 10 spawners = 10 drones out at once, etc.

    It will continue to launch new drones as old ones are destroyed, up to the max drone amount listed for the patrol vessel in the playfield file.
     
    #24
    Supay and Needleship like this.
  5. Dem

    Dem Commander

    Joined:
    Oct 13, 2019
    Messages:
    44
    Likes Received:
    119
    You are my hero, thank you :)
     
    #25
    ravien_ff likes this.
  6. Fractalite

    Fractalite Rear Admiral

    Joined:
    Aug 10, 2016
    Messages:
    4,451
    Likes Received:
    8,946
    /Updated. That changed on me since I last played. Thank you. :)
     
    #26
    Germanicus and ravien_ff like this.
  7. Foofaspoon

    Foofaspoon Commander

    Joined:
    Oct 28, 2019
    Messages:
    91
    Likes Received:
    166
    Really good information,thank you - has inspired me to have a play designing a POI. I do have one question which I couldn't see answered - how do you set the NPC faction of the base (Zirax, Polaris etc). Or is this defined elsewhere in the playfield stuff (which I haven't got my head around yet!)
     
    #27
  8. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,286
    Likes Received:
    8,956
    It's defined in the Playfield_static.yaml where the POI is configured to spawn.
     
    #28
    Foofaspoon and Germanicus like this.
  9. Fractalite

    Fractalite Rear Admiral

    Joined:
    Aug 10, 2016
    Messages:
    4,451
    Likes Received:
    8,946
    Sorry for the continual delays here. I will finish this guide it just takes a patience that I have been a touch short on over the last few days. I should get more time tomorrow.
     
    #29
    ravien_ff and Germanicus like this.
  10. sulusdacor

    sulusdacor Captain

    Joined:
    Nov 27, 2018
    Messages:
    396
    Likes Received:
    673
    questions about drone spawners:
    - do they work if i put them upsidedown / sideways / rotate in different directions?

    - on the Kriel Patrolvessel i noticed this NewGame_348_2020-09-20_10-21-27.png . i thought the space/box around them needs to have no blocks at all. are thin blocks fine?

    - do they need unlimited space above?
     
    #30
  11. MokahTGS

    MokahTGS Lieutenant

    Joined:
    Jun 4, 2019
    Messages:
    53
    Likes Received:
    41
    Question: Can you make a POI that only spawns one version on a particular playfield? Also, can you make a POI with a ship inside that you can steal? I'd like to make a POI about stealing/rescuing a ship and am not sure the system would support that.
     
    #31
  12. Ravis

    Ravis Captain

    Joined:
    May 17, 2017
    Messages:
    143
    Likes Received:
    229
    Pois spawn by group name so the poi would need a unique group name inorder to only spawn in one place. The ship would be harder it might be possable if you set it up on exact coordinates but a spawn near tag would be much easier. I havent messed with coordinates really but you would need both the base and ship to an exact location which might be hard on a planet.
     
    #32
  13. Kassonnade

    Kassonnade Rear Admiral

    Joined:
    May 13, 2017
    Messages:
    2,816
    Likes Received:
    4,111
    Yes to both questions. It's easier on a fixed playfield, with precise coordinates/ placement. Here is a screenshot of an alien POI I made for some tests and one of my old CVs (painted yellow so easy to see) placed exactly on the parking spot :

    NewGame_14_2020-11-05_11-43-26.png

    This is on my "Candy Land" (!) test planet, a fixed playfield with some special features. I did not try on a procedural playfield, but I suspect you could have a hard time placing the POI at the exact wanted location, depending on terrain characteristics, although it may be possible to achieve with a fixed biome stamp and many adjustments.

    Here is the part of my playfield.yaml corresponding to the POI + ship seen here:

    POIs:
    Random:
    (irrelevant)
    Fixed:
    - Type: BA_Alien
    Prefab: BA_KassAlienTower1
    Mode: Survival
    Name: KassTower
    Pos: [-629, 135, 137]
    Rot: [0, 0, 0]
    Faction: Alien
    InitPower: True
    NoShieldReload: True
    - Type: CV_Alien
    Prefab: CV_102
    Mode: Survival
    Name: SomeShip
    Pos: [-616, 159, 140]
    Rot: [0, 0, 0]
    Faction: Alien
    For this kind of setup (fixed POI & stuff) I don't use the "group" mechanism, simply the POI and ship's prefab name.

    .
     
    #33
    Last edited: Nov 5, 2020
    krosbonez likes this.
  14. MokahTGS

    MokahTGS Lieutenant

    Joined:
    Jun 4, 2019
    Messages:
    53
    Likes Received:
    41
    Good to hear. Just to clarify, I don't need it to spawn at exact coordinates, just once on a particular planet playfield. The POI appearing randomly somewhere on the planet is preferred. For the ship inside a base thing, do I have to define the ship as well in the yaml or could I, as an option, remove the core and let the player install their own core in the ship to fly off with it?

    Also, if using your above fixed example, how do I get the coordinates of the base and the ship?
     
    #34
    Last edited: Nov 9, 2020
  15. Kassonnade

    Kassonnade Rear Admiral

    Joined:
    May 13, 2017
    Messages:
    2,816
    Likes Received:
    4,111
    With or without core, you still have to put the ship somewhere via the playfield_static.yaml (random) or playfield.yaml (fixed), as the building and the ship are 2 separate entities. The only "random" control on the ship location relative to the building, on a random playfield, is "SpawnPoiNear", nothing to put the ship inside the POI or even on top of it.

    I may have been too optimistic in my first answer, but frankly I don't see how you can put a ship (with or without core) inside or on a "randomly placed" building, since there is no way to know where the building will spawn. In the +ExamplePlanet's playfield_static.yaml file, you can see the various parameters to place POIs. Here for example (green are comments) :

    SpawnPOINear: [ThatCompanionPOI] # Groupname of POIs to actively spawn CLOSE to; Note: referred POIs must be already have been spawned, so place referring POI in the POI list AFTER the referred POI!
    SpawnPOINearRange: [100, 250] # Range min/max of POI to spawn. Note: Do not go closer than 50-70m. If the defined POI is wider than the NearRange, this might result in spawning issues!


    .
     
    #35
    krosbonez likes this.

Share This Page