How To - Create a Structure
Updated 7 months agoCreate a Structure
Structures work on the basis of Unity's prefab system with a special component (MG_Structure) on the root of the Gameobject.
Special Components
For the Map Generator to work, a lot of Atlas features will NOT natively work so they have counterparts to fill in the same roles among other components.
- MG_Structure - The mains structure component that houses all the object references within the structure
- MG_FVR Reverb Environment - The same as
FVR Reverb Environment
, if within this area the reverb audio will change, can be scaled to fit areas. - MG_Ladder - Used for adding ladders to structures, same as
FVR Hand Grab Point
- MG_PMat - Used for adding PMats to structures and objects, same as
Atlas PMat
Important
- For Mesh Colliders to work, their 3D assets need
Read/Write Enabled
ticked, otherwise the models won't have navigation mesh generated on them
Basic Setup
- Create your structure model and place its files within your Themes folder, including the prefab, textures and model files
- Add the MG_Structure Component to your Structure Gameobject
- Create a prefab of the gameobject by dragging it from the Hierarchy to the Project Tab within your Themes folder
- Add your structure Prefab to your Package's Structures list
MG Structure Component
This component tells the map generator how to interact with your structure, its setup to work with both Sandbox and Supply Raid if everything is properly added.
- Player Spawn - If the structure is selected for spawning in Supply Raid or otherwise the player, they will spawn on this transform and face its direction
- Reverb Environments - List of
MG_FVRReverbEnvironment
within your structure - Interior Props - List of transform locations that interior props can spawn at - These should be empty objects
Supply Raid
These options mirror those for Supply Raid maps and function the same
- Capture Zone - The capture trigger location
- Squad Point - Where supply raid squads try to patrol to from across the map, should always be accessible
- Guard Points - Locations of guards that will defend from
- Sniper Points - Over watch positions for snipers to spawn and NEVER move from
- Patrol Paths - Points patroling sosigs will go to for their patrols
- Sosig Spawns - Points where respawning Sosigs will spawn from, put these in hard to reach or hidden spots, make sure they can escape that area
- Loot Spawns - Unused and not developed.
- All Menus - Location of the Menus respectively, should be clustered together and not blocked by anything or block anything
Take and Hold
This is not developed feature and may never be worked on, however its recommended that you set it up incase someone else does develop it further.
- System Node - Spawn point for the node, should be player height
- Encryptions - Locations for encryptions to spawn during a hold, they should not exist outside of the structures space
- Nav Blockers - Walls that stop the player from escaping during a Hold
MG Ladder
For a ladder to work at a basic level:
- Add a Collider component to the lader
- Layer = Interactable
- UX Geo_Hover - Mesh that shows when placing a hand inside the ladder
- UX Geo_Held - Mesh that shows when grabbing the ladder
- End Interaction if Distant - Set to False (Off)