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原帖由 goldx 於 2009-9-30 23:34 發表 
您話地圖大要set 3000咁就唔會有d地方冇怪出 ? 係邊度睇到講解 post個頁link黎睇下
咁第二項數值係咪玩家距離出怪點幾近就出怪 數值細就係附近出 大就好遠都出左 ?
我見WestLondon 有d 點可以set到6000喎 ...
According to the Mapping Guide provided by Tripwire this is what they do:
bDebugZombieSpawning – If true it will attempt to spawn greencylinders in the spawn volume in-game to show where specimens willspawn. If the cylinder is red that means no specimen will spawn there.Ideally you want at least 6 green cylinders so a full squad ofspecimens can spawn together. If you are not seeing any cylinders aftersetting this to true then no specimens will spawn you will need to makesure the pivot of the volume is at the center towards the bottom and isnot in inside or too close to an object. Because this is a debugvariable, you should make sure that all volumes in your map has thisset false, before you distribute your work.
bNoZAxisDistPenalty – This determines if the ZombieVolume shouldbe weighted for spawning specimens based on its z axis location. Thisshould be set to true if you have a map where specimen spawns are onone level but at different heights such as on an outdoor level withgentle rolling hills.
CanRespawnTime – This value sets the minimum time between spawnson your ZombieVolume. For example, if you set this value to 6, yourvolume could only potentially spawn a squad of specimens once every sixseconds.
TouchDisableTime – When a player comes in contact with aZombieVolume, he disables it temporarily. This is done so thatspecimens don’t spawn in the immediate area a player is defending. Thisvalue simply determines how long a volume should remain disabled foronce a player has touched it, before it is able to resume spawningenemies.
OnlyAllowedZeds – This is an array for spawning specificspecimens only. By default, the array is empty and each ZombieVolumecan spawn any kind of enemy, as determined by the server settings andwave configuration. But let’s say you wanted a certain area where onlyStalkers spawned. You could add an array entry and select ZombieStalkerfrom the dropdown list. You have now created a Stalkers-only spawningarea.
MinDistanceToPlayer – This is a very important value andprobably the one you will want to adjust carefully for each of yourvolumes. It determines how far, in units, players must be from yourvolume, before it is allowed to spawn any specimens. The default valueis 600, which means that specimens can spawn around corners ormoderately close to a player’s location. In special cases however, suchas a hidden air duct above players’ heads where you want to spawnspecimens, you should set this to a value of “1”, and otherwise playerswho are walking underneath the duct will prevent it from spawning.
Inanother situation, maybe you are creating a style of map wherespecimens spawn in the distance, and move in on players. In such a caseyou might set this value to something like 1500 or more.
RoomDoorsList – If you are creating a map with open/closabledoors, this is a variable you should consider. In a few cases, you willhave a room or area that is completely contained when the doors areshut and welded. It really wouldn’t make sense to have specimensspawning inside of this area with you, when it has been barricaded. Soto prevent this, you can add entries to this array, for each perimeterdoor of the containable area. When a door is added to the array, itsparent Volume will not spawn enemies while that door is closed orwelded. If bOnlyWhenWelded is true then no specimens will spawn insideonly if the door is welded. A final caveat: Do not go overboard addingdoors to this array! If you associate every door in the map with avolume’s door list, it will make it difficult to spawn specimens nearthe player.