ExpeditionZoneData (filled)
The level layout data of a single zone.
The value range of all Subseeds is 0-1022.
When changing the seeds of a zone (SubSeed, MarkerSubSeed, etc) keep in mind that there is a high chance subsequent zones will also have their layout affected. It's a good idea to change zone seeds in the order they appear in to avoid unwanted changes.
Local index is an identifier, used to refer to this zone from elsewhere. While the enum values are limited, going over the max using underlying int type works fine for most features.
Sets the zone alias to this value instead of using the default "ZoneAliasStart" + "LocalIndex".
Whether to use AliasPrefix overrides instead of the default "Z" or "Zone" text.
The prefix text when OverrideAliasPrefix is set to true.
The short prefix ("Z") text when OverrideAliasPrefix is set to true.
Rerolls the layout of this zone specifically.
Rerolls the markers of this zone while keeping the layout of the zone unchanged.
Markers can affect a lot of things, from entire parts of rooms, to large objects, to terminals, resources, random artifact/consumable spawns on the floor etc.
Rerolls the lights of this zone.
If set, will make the scan static.
This setting might be currently broken.
The subcomplex of this zone. Sets which values from resource set are taken.
Note that all complexes have their set of subcomplexes and not all values will work.
If set, will generate only this geomorph in the zone (sometimes tiles from the previous zone can carry over).
Required for exit elevator and certain objectives like reactor and generator cluster.
Sometimes you have to change seeds or zone sizes for this to generate correctly.
Only values set as custom geomorphs in complex resource set can be specified here.
No description provided.
Min-max size of the zone. For predictable zone size these values should be the same.
The coverage of the zone is added up from its areas. Coverage of each area only has specific values assigned:
The size of an area is set in prefabs, meaning every area has its size predefined and never changes.
The source zone to build this from. Does not matter for the first zone in the list.
Where in the source zone to try to make the entrance to this zone.
Note that a valid gate may not generate around the set source position/area.
Calculates the source area depending on a value from 0 to 1. With 5 areas, 0.4 should set it to area B (though you might want to set it a little higher thanks to how floats work).
Only used when StartPosition is set to "From_IndexWeight".
Towards which direction should the source gate to this zone be.
This direction is not dependent on the source zone, it's global. Forward is forward looking from elevator etc.
How should the zone expand.
Directions are not dependent on the source zone. Forward is forward looking from elevator etc.
Collapsed tries to take as little space as possible, expansional does the opposite.
Light settings for this zone. If set, overrides the value set in rundown datablock.
Altitude data defines the desired height of the zone. Only 3 height values exist by default in the game.
Does not make a difference for starting areas of the level/dimension.
Events to trigger when the door to this zone is opened.
It's worth noting that the "Event" here is different from WardenObjectiveEvent
. The 'Event' here are typically used to wake up the hibernating enemies in the zone (which cannot be achieved by using WardenObjectiveEvent
).
This feature had been used in R6C3 Overload, the second zone (in which there's only a tank), to wake up the tank right behind the sec-door upon the door being opened.
Events to trigger when the portal scan is complete (this is for the source zone, not destination). It's hardcoded to be used with the portal geomorph (that's been used in R6B1 and R6D1).
Events to trigger when a player gets close to the door. This is typically used to give players Warden Intel.
Events to trigger when door is unlocked. By 'unlock', it means:
The keycard for the sec-door is inserted. The power generator for the sec-door is powered up. The door is locked with no key but is unlocked via an WardenObjectiveEvent (Not pretty sure about this one).
Events to trigger when the door to this zone is opened.
If you're wondering what the difference is between this and EventsOnEnter, it's the type. As aforementioned, EventsOnEnter doesn't use the same type of events as most other events.
Events to trigger when the chained puzzle of this zone starts.
Events to trigger when the chained puzzle of this zone ends.
Called when an enemy considered a "boss" dies in this zone. Unfortunately it seems like boss is specific to squidBoss (R6D1) at the moment, making it unusable when only editing datablocks.
New in R6.5, used in R6.5DX. Can be used to trigger events when a player approaches an object in a level. Unfortunately what objects act as triggers is defined in the prefabs, making them uneditable from datablocks.
Sets the puzzle to enter this zone, e.g. keycard, powercell, or requires a WardenObjectiveEvent.
Sets the chained puzzle (scan) to enter this zone.
Whether to put a checkpoint scan here.
Whether to play the generic "please enter the bioscan" voicelines.
No description provided.
What type of gate should generate to this zone.
Whether to use the bioscan points defined in prefabs for the scans.
Whether the alarm (typically an ://ERROR! Alarm) of this zone is turned off on a terminal.
Terminal data used when TurnOffAlarmOnTerminal is set to true.
Events to trigger when disable alarm terminal command is called.
Blood door settings.
No description provided.
Sleepers in this zone.
Whether enemy respawning is enabled in this zone.
Whether the players need to be in another zone for enemies to respawn here.
How many areas away does the closest player need to be for enemies to respawn here. 0 means they can respawn in areas that players are in.
How often the respawn check is run. Does not depend on enemies getting killed or player locations, this runs from level start.
Multiplier for how many enemies respawn.
Does not change progressively. E.g. 0.5 and 20 initially should respawn enemies up to 10 whenever it falls below that number. Above 1 will just most likely cause more enemies to spawn before you even enter the zone for the first time.
List enemy IDs that should not be respawned. In base game typically used to prevent scouts from respawning.
Number of HSU clusters in zone.
Number of corpse clusters in zone.
Number of resource container clusters in zone.
Not required for resources to spawn.
Might be unused.
Number of generator clusters in zone. Usually set to 1 for the zone in which you'd like to place your Central Power Generator Cluster (don't forget to use the right geomorph to make it spawn, and it may still require marker seed rerolls).
Number of corpses in zone.
Number of ground spawners (spots for consumables to spawn on the ground, on shelves etc. anywhere that's not in resource containers).
Number of HSUs in zone.
Might be unused.
Does not prevent anything from spawning, only affects LG. Should be set to true
where consumables are spawned to prevent marker offsetting between drops.
Does not prevent anything from spawning, only affects LG. However, if you are going to distribute resource packs in a zone, set this field to true
to prevent marker offsetting between drops.
Affects LG. If you are going to place any Big Pickup items (e.g. powercell for the objective/sec-door, Datasphere, Fog Turbine), set this field to true
to prevent marker offsetting between drops.
Consumable distribution in zone.
BigPickup distribution in zone.
No description provided.
Teminals in zone.
No description provided.
If set to true, terminals can't spawn here.
Generators in zone. If your WardenObjective is "DistributePowercell", you'll need to spawn the generators for the objective via this field.
Disinfection stations in zone.
Newly added but currently unused.
Multiplier for health resources in this zone. Relative to ExpeditionBalance.
Health locations in zone.
Multiplier for ammo resources in this zone. Relative to ExpeditionBalance.
Ammo locations in zone.
Multiplier for tool resources in this zone. Relative to ExpeditionBalance.
Tool locations in zone.
Multiplier for disinfection resources in this zone. Relative to ExpeditionBalance.
Disinfection locations in zone.
Used for static spawns (e.g. spitters).