Skip to main content

spawnPossessedAI

An eventCall to spawn an ai that is already possessed by a spirit in an idEncounterManager.

Usage

item[0] = {
	eventCall = {
		eventDef = "spawnPossessedAI";
		args = {
			num = 7;
			item[0] = {
				eEncounterSpawnType_t = ""; // ai_spawnType
			}
			item[1] = {
				entity = ""; // ai_spawnTarget
			}
			item[2] = {
				string = ""; // ai_groupLabel
			}
			item[3] = {
				entity = ""; // spirit_spawnTarget
			}
			item[4] = {
				eEncounterSpawnType_t = ""; // spirit_allowedAITypes
			}
			item[5] = {
				string = ""; // spirit_allowedGroupLabel
			}
			item[6] = {
				bool = true; // aiTypeExplicitFiltering
			}
		}
	}
}
  • ai_spawnType is the eEncounterSpawnType_t for the ai to be spawned.
  • ai_spawnTarget is the spawn target to be used for the ai to be spawned.
  • ai_groupLabel is the label to be given to the spawned ai.
  • spirit_spawnTarget is the spawn target to be used for the spirit.
  • spirit_allowedAITypes are the eEncounterSpawnType_t that the spirit is allowed to possess.
  • spirit_allowedGroupLabel is the label that the spirit is allowed to possess.
  • aiTypeExplicitFiltering is whether the spirit will possess ai based on the specified restrictions.

Example Usage

item[0] = {
	eventCall = {
		eventDef = "spawnSingleAI";
		args = {
			num = 3;
			item[0] = {
				eEncounterSpawnType_t = "ENCOUNTER_SPAWN_PINKY";
			}
			item[1] = {
				entity = "ai_target_spawn_13";
			}
			item[2] = {
				string = "heavy";
			}
		}
	}
}
item[1] = {
	eventCall = {
		eventDef = "spawnPossessedAI";
		args = {
			num = 7;
			item[0] = {
				eEncounterSpawnType_t = "ENCOUNTER_SPAWN_REVENANT"; // ai_spawnType
			}
			item[1] = {
				entity = "ai_target_spawn_21"; // ai_spawnTarget
			}
			item[2] = {
				string = "beamer"; // ai_groupLabel
			}
			item[3] = {
				entity = "ai_target_spawn_17"; // spirit_spawnTarget
			}
			item[4] = {
				eEncounterSpawnType_t = "ENCOUNTER_SPAWN_ANY"; // spirit_allowedAITypes
			}
			item[5] = {
				string = "beamer"; // spirit_allowedGroupLabel
			}
			item[6] = {
				bool = true; // aiTypeExplicitFiltering
			}
		}
	}
}

In this example, we spawn a Pinky with the heavy label. Then we use spawnPossessedAI to spawn a Revenant with the beamer label, and the spirit with the ability to possess any ai type with the beamer label. This way, once the possessed Revenant is dead, there are no other ai that use the beamer label, so the spirit will be unable to possess anyone else, and will despawn.

 

See Also