Originally posted by Ihateeverybody:
Originally posted by RasaNova:
These spots do exist, I've brought up specific examples in anothet thread discussing the topic. SylenThunder even posted a link to (I think) a dev talking about trigger points for spawns on the 7d2d forum.
Notable examples include the salvage yard, where there are 3 or 4 small rooms you enter from a ladder through a hatch, they do not spawn til you go through those hatches. And in the large apartment building there's a collapsing floor with several zombies that spawn once you fall through. There are some others as well, these are 100% reproducible and easy to verify. Believe me I've TRIED to get them to spawn from a normal distance!
6 Floor Apt Building, on the Main Floor through the Locked Door on the Right after coming up from the Parking Garage. I know it well, I fell once. NOW I CLEAR THAT ROOM FIRST. They won't spawn till you enter.
Okay. I investigated this to see what's going on. I'd post screenshots but Steam overlay is wonky.
There's a sleeper volume encompassing the largest part of that room (the POI is apartment_brick_6_flr). But sleeper volumes can't have complex shapes, so it doesn't include the hallway. Sleeper zombies seem to spawn when you get within 10 blocks or so of the sleeper volume. That's fine in most instances, and no doubt the level designers try to make them spawn in before you see them, if you take the main path.
But you're not taking the main path. You're going through the locked door to clear that room first. And I'm not saying there's anything wrong with doing that, except it unfortunately puts you far enough away, with no walls in between, to see the sleepers spawn.
It's not a scripted ambush (only) triggered by the player entering, as RasaNova put it. The spawning is triggered by getting close, from any direction. I notice there's now a trigger setting on sleeper volumes that can be set to passive, active, or attack. That wasn't there when I last published a POI, in A17. But I still don't see any way, on any setting, to link a sleeper volume to a separate 'trigger volume'. As far as I can ascertain, no such trigger volumes exist. The sleepers merely spawn when the player gets within a fixed distance of the sleeper volume, from any direction.
So the takeaway is, seeing them spawn is an oversight on the level designer's end. It'll have to be fixed on a case by case basis and, realistically speaking, with users like you reporting in wherever it happens. There's no global fix, because extending that spawn range out further globally would no doubt cause other issues in other POIs.