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Post by mikeweeks2346 on Aug 15, 2015 5:17:33 GMT
Simply wondering if my experiences have been encountered by others:
Spot a royal cargo truck from the air, and "give chase." Gain some distance in front of it on a road without any intersections - with the idea of either hovering much lower over the road, or land next to road, in order to take it out/stop it (i.e., ambush it). This in nightmare w/out a M79. Sidearm being a SMG (for shooting up the cab from the front directly at the driver while hovering) plus bow with grenade arrows for use on the ground.
Here's where it never works: once I loose sight of it (take my eyes off it) to get lower/put down, it will de-spawn. IOW you can chase it as long as you wish (even circle while behind it loosing sight of it for only a brief moment); can also be in front as long as it's in sight, but once you stop looking at it as it's supposedly continuing on the road, towards you, it will de-spawn.
Of course when on foot, a royal cargo truck will spawn and come at you without you having to be looking in the that direction. But apparently from the air, there's different rules. Anyone encountered/attempted anything similar?
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Post by bontainer on Aug 15, 2015 17:30:20 GMT
Sorry, can`t say that I had the same problem, but all in all FC4 has a very strong "out of sight is out of mind" philosophy. What anoys me is the view of vehicles and crew materializing out of thin air, crew entering vehicle and driving towards me. This will happen only in areas with a large field of view, optimal is the road along the river opposite the first outpost, namely the long part from the bridge up to the building where you deposit the ruby in the second Longinus quest.
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Post by JRavens on Aug 15, 2015 18:54:07 GMT
despawning has been a thorn in our sides since the last game. I get that they need to monitor memory usage, but wow it's REALLY aggressive. I know in FC3 I took the camera and set a waypoint at some jeeps and dead pirates and then chugged a ways away before turning around, zooming in an slowly walking backwards. In that rather unscientific test everything despawned at just over 100 meters (maybe around 120-ish can't remember) and that was with me actually facing it.
My "thoery" on fixing some of this (none of it tested yet):
In all of the cargo truck entity files (CargoTruck.Convoy, CargoTruck.Mining, CargoTruckKyraTea, CargoTruck.RohanBrick, etc.) try setting the following entry from false to true: <field name="bIgnoreEntityLimiter" type="Boolean">False</field> (hopefully this doesn't create some kind of memory leak or problem with delivering the truck - if it even works)
and / or
The file A2586CDDFA2E936B.maybe.rml has some really interesting bits that talk about vehicle despawning:
<Generic disLibItemId="9015014834272499" Name="Default" hidGUID_Legacy="{9F3D35A5-3438-48B4-92A8-74F9EF14BCDD}" hidSingleObject="1" bCanBeShared="1" hidName="Default" hidKey="753088835" bShowDebugInfo="0"> <VehicleSpawners fVehicleAvailableCheckRadius="5" fVehicleDespawnAliveMinTimeOutOfSight="12000" fVehicleDespawnDeadMinTimeOutOfSight="1" fVehicleDespawnMinDistance="10" fVehicleDespawnCheckFOV="90" fVehicleDespawnCheckMaxDistance="100" /> <PlayerDamage fPlayerDamageMaxDistance="20" fPlayerDamageMaxHitPoints="10" fPlayerDamageDecayPerSecond="0.1" /> <EnemyProximity fEnemyProximityMaxDistance="20" fEnemyProximityDecayPerSecond="0.1" /> </Generic>
Note the FOV check is set to 90 meaning indicating to me that probably when you turn your head and the vehicle is out of vision it can poof out of existence.
fVehicleDespawnAliveMinTimeOutOfSight is set to a really high number (12000)... so not sure how that works. Is it seconds? Frames? Meanwhile despawndead is set to "1" so... dunno what the relevance of these are.
The most telling value in there (to me) is fVehicleDespawnCheckMaxDistance="100" which sounds like 100 meters to me.
In terms of spawning in your vision I had upped the encounter distance to 100m (fEncounterSeparationDistance="100"),but that is still well within your vision range especially on open roads. This was to spread the encounters out. The default game had them at much lower numbers which really exacerbated the problem... maybe I should try upping them to 200 where in most cases they would be so tiny the effect would not be very noticeable. The only foreseeable problem here is it will create distance between random patrols and random civilians so the net effect is you come across less
(*personally I don't mind that AT ALL. Kyrat is VERY congested for being a huge mostly unsettled wilderness. In Far Cry 2 if you avoided checkpoints you could drive halfway across Africa before passing an enemy patrol LOL. Several people however have commented that they wish there were MORE enemies however so this likely wouldn't help in that direction)
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Post by mikeweeks2346 on Aug 15, 2015 19:49:02 GMT
I see a lot of variables involved here, and I'm by no means suggesting that this is a major issue beyond observing how the game "works". Heck I've had a stopped truck de-spawn on me by walking a bit too far with my back turned in order to simply pickup a nearby collectable - you know "already here, so why not pick it up, then do with the truck whatever I planned." Headed down the road, turned around and it's a WTF moment!!!
And I second Bontainer's observations. I however have yet to see a royal cargo truck materializing while observing a stretch of read - it's always been when close to a road (i.e. above or below it), and thus you hear it first, and have to decide from which direction it's coming when you reach the road.
This makes me think that the coding of the wrath convoys might be helpful - they're on a set course. Don't de-spawn as long as you're in the immediate area even when out of sight. I believe they de-spawn if you leave, but don't know for sure if they'll re-spawn if you return (either within the same game, or if in a game re-start)
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Post by bontainer on Aug 15, 2015 20:52:39 GMT
This FOV90 is really suspicious, I think it is worth a try to lpay sometime with FOV360.
Well another point on my list......
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Post by JRavens on Aug 16, 2015 1:20:10 GMT
All of it is intriguing to me (what is that stuff with player damage?? Is it damage to the players vehicle? Damage to the player while in a vehicle? I dunno), but I think I would just alter FOV and maybe max distance and play for a while and try to observe any changes. I changed it and racked up a pile of bodies and vehicles at an outpost and jogged a fair distance away (well over 100 meters) and everything was still gone when I headed back so it defiantly does NOT affect vehicles without owners... and who knows the game may ignore changes to it anyway as does sometimes happen Worth testing on convoys though. Mike's statement about the wrath convoys has me wondering if there are scripts that specifically control how these two encounter types work verse just regular random spawns and at what distances they will despawn the convoy (or not despawn ot in the case of a wrath convoy). I wish the lua scripts weren't so damn hard to read
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