How to handle the max. event instance in a situation with multiple sheep flocks scattered on a area?
To discribe my situation a little bit:
In the game there is a landside around a city, with multiple shepards and their flocks.
The flocks are moving around, so a single scatterer event would not work.
So I tryed to give every sheep a scatterer event and balance the time of the sound spawn.
However, there are A LOT of sheep on the map and I want to limit the sheep sound event instances to maybe the five nearest sheep to the player.
The problem seems, that when the game starts the five nearest sheeps have sounds and all others don’t.
The sheep sound event is a scatterer inst. on loop.
As I understand it, it’s because of the fact that the max. Instance stealing does not work if the events don’t get stopped, right?
Retriggering/restarting the event seems not a good solution for that…