[[ A Discussion ahead-- not ranting or demand! ]]
It might indeed take a little bit of re-structuring-- for what- AI?
Is ammo and health packs all this engine is good for?
Here's where we are not communicating; how about forget about NPC's
and health packs-- how about imagining building games... where you need
100+ blocks to build up your base?! ((more on that later))
Well, I'm sure with that being said, that we will always rely on having to place
the objects beforehand on the map before it's used... and I'm willing to do that,
the only reason for me to keep discussing it is because I'm not convinced of
the arguments against it.
"the engine normally creates the AI navigation map once "
And? Well, obviously for a one and only First Person Shooter without any
creativity added to it, then sure-- we can't imagine any need for this.
For NONE of my past or future game ideas would I include stock AI NPC's...
So for other, more creative projects, sure, you could place 200 objects
on the map in a pile that you want to spawn at will in the location you
want, in your scripts. It's harder without scripted spawning when you want
say 15 different objects types that can be used to build your fort with...
"Extract" is just not very fast or convenient with many different objects.
Let's just hope Copy and Paste is also not thrown into the trash...
If we CAN get Copy and Paste, then indeed this isn't quite as crucial.
How about Fortnite where you build your protective fort structures and
climb up ramps onto buildings? How about a building game, where the
player can construct walls, castles, towers, etc.
I'm not asking ANYONE ELSE to provide the scripts to achieve the player
building feature-- that can be handled sufficiently enough if users want this--
obviously they should provide that script themselves. It would be just so
much easier to link up objects if it's just a call to example;
InstanceObject("Entitybank/Defenses", Parapet6, x,y,z, xa,ya,za)
SetScriptToObject(74, "ScriptBank/3com", castle_segment.lua)
I'm not sure about others, but I still don't see the issue because there is already
a Spawn and Destroy and CollisionOff function calls- except that there is a
strange and archaic dependence on the "AI mapping out the level" before
it is ran... weird.
I repeat over and over that when moving an object, it seems like AI will have
to re-compute their paths again anyhow?? Guess I haven't actually really
tested the AI with moving objects-- hmmm can't remember.
Besides, maybe some users won't have a single stock AI entity on their map??
Testing it before it's discarded (because of course I could be wrong!) would be
a nice idea.