Apartment Complex has a drop zone lol
Do you have another monument close that actually does have a drop zone? I ran into a problem sort of like this, I think DropZoneDistanceTolerance is set to high, I think it's 200? I have mine at 100 now.
No, it's kind of off on a peninsula... I think it's because I removed the default Tier0 restriction, and the vanilla prefab must include a drop zone for some reason (maybe for extra fun on hardcore?)
It doesn't have a dropzone according to rusthelp website. I allow it to visit T0 monuments too and it has never dropped at apartments. Strange.
It absolutely has a drop zone - I just wrote some plugin logic to walk the transform parent hierarchy of every drop zone on the map, and got this:
[Team Report] ***** DROP ZONE @(-1266.45, 7.51, -1276.81)/D21
[Team Report] ***** transform=DropZone (UnityEngine.Transform)@(-1266.45, 7.51, -1276.81)/D21
[Team Report] ***** transform=assets/bundled/prefabs/autospawn/monument/medium/apartments_complex_1.prefab (UnityEngine.Transform)@(-1173.25, 7.08, -1233.81)/E20Merged post
It looks like Apartment Complex's MonumentInfo doesn't report it being a safe zone.
Here is some potentially better logic for determining if a drop zone is inside a safe zone trigger:
public virtual bool InSafeZone(Vector3 position)
{
if (false == BaseGameMode.GetActiveGameMode(true)?.safeZone) return false;
foreach (var safeZone in TriggerSafeZone.allSafeZones)
{
if (position != safeZone?.triggerCollider?.ClosestPoint(position)) continue;
Puts($"***** position={position} in safeZone@{safeZone.transform.position}/{MapHelper.PositionToString(safeZone.transform.position)}");
return true;
}
return false;
}
Wow, good find. I checked with UnityEngine.Object.FindObjectsByType<CH47DropZone>(FindObjectsSortMode.None) and did see it too.
I have about a dozen dropzones, oddly last night it did drop one there. Good job rusthelp - Good job facepunch! That can't be intentional right!?