With regard to V119, I have two issues in particular at this moment in time if you like to call them that and unless they are fixed or I am incorrect in thinking they are generally found to exist by someone other than myself..........I would like to see addressed in V119.
1. Enemies shoot through other entities (static or dynamic) which block the players view to them (and vice versa) and so in gameplay they should not be able to see the player and shoot at him/her.
2. I would like to look at updating my current or creating some new scripts for loading and unloading entities at run time to ease the burden on the engine if possible in an effort to boost the fps. To do this currently one needs to set the spawning properties for entities and use the ineviatble trigger zone to activate them and start the spawn process after game start when needed.
Currently, as far as I am aware one needs to have a trigger zone to start the process and destroy the entity(ies) to remove it/them, each time you need to have the spawn again you need to have a separate trigger zone to all intense and purpose as one often cant go back to where the original was e.g. one each side of a room. Not difficult really in closed areas like dungeons as it works fine, but its a problem in outdoor levels where the saving of fps is even more needed. I dont want to get into why its so difficult to get to work or can be outdoors - just think about it or try it in open levels - depending on what you want to load and unload.
Thus what I would like to see is a single trigger to activate (spawn once) the entity and thereafter entities destroyed and spwaned via player proximity settings in script. I may be wrong but currently and perhaps others can confirm if this is correct or not?...it seems to me that if an entity is given say 50 spawns max in their properties...once spwaning is activated by the player proximity, I am finding currently that entities continually spawn and destroy themselves when the player is beyond the distance for destruction call until the 50 spawns are exhausted. Mind you it may well be that my scripts are incorrect or not functioning correctly any longer if they ever did
So again perhaps users who are better at scripting than I and that would not be difficult could say if they can get such to work currently?
I am not sure but there may be an issue here again regading player/entity activation ranges which always seem to have existed and recently confirmed regarding AI attacking ranges of enemies whereby they were restricted to 700 units and that may still be the case. I have always found activation of entities at long range to be something of an erratic issue, namely they dont activate beyond close proximity ranges.
Anyway what I am saying is can we possible have consideration for inclusion in V119 of a simple (joke) script based end user method of loading and unloading entities based upon player proximity or based on anything else helpful, particularly with regard to distance ranges for use in outdoor environments where for obvious reasons it would be hopefully extremely helpful. It would be good if the user could set the activation range for an individual entity inside an entities properties dialogue box in editor, much like one can set the view cone angle.
If not well I will find a solution hopefully even if a bad one with a bit of luck.
Thanks