Has using map coordinates for specific placement of objects been considered for Mission Architect?
Effectively, these values would be expressed rather than a randomized set for map objects. Authors would be instructed to first explore a map during Build to find the desired location using the /loc slash command. Obstructions would result in a raised error or be compensated for by a bump factor.
I’m developing a mission that features rescue goals. In this mission, I run a high probability for nearness in NPC placement despite FRONT, MIDDLE, and BACK reference locations. Reading this thread, I see that this is a common occurrence and I'll follow up on the recommendations. However, using coordinate positioning, I could hardcode at least one of the NPCs to always appear in a precise location given the other’s higher spawn area probability.
Nevertheless, if it's an undesired predicament for a majority of customers, then it's time to modify.
This feature would exploit three-dimensional power. If I want a boss to always appear at a precise location at a specific time, -say on a catwalk in an industrial sector setting up a climatic fight scene, then a pertaining section of the GUI would have fields for entering values for the three axes. Extending this, I could station a lieutenant under the scaffolding to greet the player first. The boss could even be triggered to appear in the desired elevated location (not to exclude flying/hovering) to enhance the gameplay.
Since this isn't an available feature, the author is left to contrive a solution that best meets this effect. In short, the author, or artist, or customer must shorten his vision to meet design parameters.
The painter is limited by the proportions of the canvas and also to the color green.
By enabling exact placement by map coordinates, a more robust field of design is created. Authors would scale missions more to their preferences and in-story environments would have higher accuracy and precision levels, thus benefiting overall successful gameplay.