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.