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  1. #1

    DLZ Dynamic Spawner Capsule

    Anyone figure out how to setup these new beauties yet?
    Possible endless respawning wave of zombies??
    Can't get it to function properly and spit out the undead.
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  2. #2
    You have to link an enemy from any wave >2 to the capsule, then you can have them spawn forever

    However, if the player is too far from the AI, they will despawn.
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  3. #3
    Thanks, that helps a lot. Doing some science now with settings and such.
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  4. #4
    Just in case you or someone else needs additional help.

    https://youtu.be/KHOOrQ8QPjY
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  5. #5
    Nice Fallen, was hoping you would do a video on it.
    Will check it out as soon as it uploads.
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  6. #6

    Curious about Dynamic Spawner values...

    Hello all

    Was curious if anyone had gotten a good understanding of the values in play for the dynamic spawner...


    Full blast is fun - but i'm having trouble getting it to produce a smaller number of AI and to do it a bit slower as well.... sort of pace it out if that's possible.. ?


    My experiments haven't got me really any closer to understanding how the values interact with each other....

    has anyone got more insight ??

    thanks !!!

    J
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  7. #7
    Steve64b's Avatar Senior Member
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    A year later & I'm in the same boat on PC. :P

    But so far I think it goes like this:
    The DLZ Dynamic Spawners start inactive in the map.
    They become active as soon as the player comes inside its spawn zone, OR when one of its embedded Mutation Capsules gets *destroyed*
    Linked AI will spawn [COOLDOWN] seconds apart, until the AI budget limit is reached.
    After player kills [KILLS] enemies, the spawner will enter Downtime. After there are LESS THAN [DOWNTIMEMINALIVE] of its AI left alive, it will wait [RE-ARM TIME] seconds, and then starts spawning again.
    Spawners will keep spawning until all capsules are destroyed. Any spawned AI still alive will die automatically.
    Now, I'm unsure about:
    1. "Wave 1", which translates to "InitialSpawnWaveSize". Tested with 1 Wave2 AI linked to the spawner, this seems to have no effect whenever I try; it keeps spawning unlimited until it hits the maximum active AI budget limit.
    2. Setting DOWNTIMEMINALIVE to 0 for me seems to set Downtime to infinite, causing no more spawns besides the initial one. Increasing this to 1+ will indeed work to get the re-arming going.
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  8. #8
    thanks for the info steve !

    I pretty much gave up on the spawning as I couldn't get it to do much other than what you've expressed above...

    I got to designing other maps and just sort of left that one laying there...

    I will say however a super BIG "Thank you" for making your mod for the editor - I couldn't tell you how many hours i've enjoyed creating my own maps..
    I feel like i've made a couple of good ones i'd like to share, but i'd want feedback before i offered them up to folks.
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  9. #9
    Steve64b's Avatar Senior Member
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    Thanks johnnie! I agree that playing around in the Map Editor to create maps can be really entertaining!

    If you ever want to discuss and exchange tips & feedback on maps, the Far Cry Map Editors group on Facebook is a pretty nice community.

    All these maps were created by members there.
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  10. #10
    Yeah, thanks Steve and Fallen. The Spawner doesn't seem to trigger in Explore (or do I have to kill 25% of Wave 1 first)??
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