by skydereign » Tue Mar 13, 2012 8:42 pm
Forgot to respond to this. Since the game is a giant map system instead of individual rooms, and way to large for conventional tiling systems, I probably would have broken things up into zones. You could create actors that represent the zone areas, and the tree or level elements would store their information into the specific zones. And if the zones are aligned properly, you only need to have 2 zones activated at a single time. This means you only need to loop through at max two individual areas, instead of every single tree. And you can make the zones as small or large as you need them to be, and have them trigger at customizable distances.