idTarget_Spawn_Parent

An entity that idTargetSpawnGroup entities use to define what AI can spawn in its spawn group.

Usage

entity {

	entityDef example_target_spawn_group_parent {

	inherit = "encounter/spawn_group/parent";

	class = "idTarget_Spawn_Parent";

	expandInheritance = false;

	poolCount = 0;

	poolGranularity = 2;

	networkReplicated = false;

	disableAIPooling = false;

	edit = {

		flags = {

			noFlood = true;

		}

		spawnConditions = {

			maxCount = 0;

			reuseDelaySec = 0;

			doBoundsTest = false;

			boundsTestType = "BOUNDSTEST_NONE";

			fovCheck = 0;

			minDistance = 0;

			maxDistance = 0;

			neighborSpawnerDistance = -1;

			LOS_Test = "LOS_NONE";

			playerToTest = "PLAYER_SP";

			conditionProxy = "";

		}

		spawnEditableShared = {

			groupName = "";

			deathTrigger = "";

			coverRadius = 0;

			maxEnemyCoverDistance = 0;

		}

		entityDefs = { // List of demons that can be spawned

		num = 3;

		item[0] = {

			name = "game_ai_fodder_imp";

		}

		item[1] = {

			name = "game_ai_fodder_gargoyle";

		}

		item[2] = {

			name = "game_ai_fodder_soldier_blaster";

		}

}

		conductorEntityAIType = "SPAWN_AI_TYPE_ANY";

		initialEntityDefs = {

			num = 0;

		}

		spawnPosition = { // Spawn position does not matter

			x = 1;

			y = 1;

			z = 1;

		}

		targets = { // List of demons that can be spawned

			num = 3;

			item[0] = "game_ai_fodder_imp";

			item[1] = "game_ai_fodder_gargoyle";

			item[2] = "game_ai_fodder_soldier_blaster";

		}

	}

}

}

If the idTarget_Spawn entities in the idTargetSpawnGroup contains their own entityDefs, then those will override the spawn parent.

You would normally want all idTarget_Spawn entities in the idTargetSpawnGroup to have no idAI2 entities attached to them.

For the sake of organization, you might want to only use one idTarget_Spawn_Parent that contains every demon idAI2 for the entire level.