Hunt Locations and Natural Resources
We have two different ways to configure locations where players can gather materials.
Natural Resources
Used when we need invisible items to be harvested, example a mine will be modeled in 3d, but the individual ore are not 3d objects in the world.
So we configure a location on the map, defined by a center (in x/y/z coordinates) and a radius, where the player will be able to harvest. We also define the tool to be used (example a rock pick), the difficulty, and the resulting item.
- The table natural_resources is holding this information
For wood harvesting, we created a different system, based on the mesh name you right click on. To have one type of tree being recognized for harvesting you need to do the following:
1) Set Collision = "Custom" and "Query Only". Set all channels to "Ignore" except "InteractMouseTrace" to Block.
2) In the mesh object (Example oak_03) set the "Collision Complexity" to "Use Simple as Complex", this is because when we LineTrace we use Complex.
3) Save the level again
4) Set the mesh name in natural_resources.mesh. This name can be set just with the first part of the name, example "oak_", so that all trees with name "oak_*" will be picked up, like oak_01, oak_02, .....
Hunt Locations
Used when we want a visual 3d object to be spawned as a pickupable item. When the player picks up the item, a new item is scheduled to be spawn later on based on configured interval.
- The table hunt_locations is holding this information