enemies spawn in a room we can't go in, no big deal, but for the love of fkn christ can you not just program it so that the spawn point doors STAY OPEN INDEFINITELY????? It's just awesome to get half way through a mission only to have someone stuck behind a closed door that you can't get to with grenades, flame turret, flaming foam or any of the other ways that we had to learn how to play your broken fkn game.
It's such a simple solution to the problem and yet it's just ongoing month after month after month....
I am honestly more curious about the spaghetti code that causes it to happen.
I wonder if they use a Hard point spawn location mechanism instead of using a zoning mechanism.
A zoning mechanism the issue would be extremely easy to solve - as long as an enemy is in the zone having a condition to keep the door open or force hem out.
But if they used a Fixed coordinate spawn - then you have to use spaghetti code to open the door and close it after a period of time.
This also means switching to a zoning mechanism would require remapping hundreds of spawn locations which would take a significant amount of time.
I don't speak whatever that was lol, coding I know. But leaving the door open but un interactive seems like the simplest solution.Originally Posted by Agent_Ares Go to original post
Doors closed until ANY enemy needs to open it. They do so. DOOR STAYS THE FK OPEN. You are not allowed in, but skills and grenades all can enter. No spawn point beyond such a door should ever be beyond the reach of either of those.
working as intendedOriginally Posted by Icarium81 Go to original post
hahaOriginally Posted by Icarium81 Go to original post
It's all nothing! In a mission to save a civilian, I opened the door of a tin barrack, while the rescued civilian "dropped" the prize, i.e. hunting. when I entered the barrack for the prize, the barrack door closed and I was imprisoned. I must teleport to save place.
Self-closing doors are a trap not only for opponents