spawnSingleAI
An eventCall to maintain a certain quantity of respawning idAI2 in an idEncounterManager.
Usage
item[0] = {
eventCall = {
eventDef = "maintainAICount";
args = {
num = 8;
item[0] = {
eEncounterSpawnType_t = ""; // spawnType
}
item[1] = {
int = 5; // desired_count
}
item[2] = {
int = 10; // max_spawn_count
}
item[3] = {
float = 5; // min_spawn_delay
}
item[4] = {
int = 1; // min_ai_for_respawn
}
item[5] = {
entity = ""; // spawnGroup
}
item[6] = {
string = ""; // group_label
}
item[7] = {
float = 10; // max_spawn_delay
}
}
}
}
spawnTypeare theeEncounterSpawnType_tthat you want to be spawned. Multiple types can be listed, and the spawned ai types will be randomly chosen from this list.ENCOUNTER_SPAWN_ANYcan also be used.desired_countis how many ai this eventCall should spawn up to. To avoid overlapping spawns,desired_countshould be <= the number ofidTarget_Spawnslisted under youridTargetSpawnGroup.max_spawn_countis the maximum number of ai that can be spawned by this eventCall in total. This can be set to-1for infinite respawns.min_spawn_delayis the minimum delay between each spawn, in seconds. This value also affects how soon before this eventCall spawns its first ai.min_ai_for_respawntriggers the ai respawns when they fall below the value it's set to.min_ai_for_respawnmust also be <desired_count.spawnGroupis theidTargetSpawnGroupyou want to use.group_labelis what label you want to give to the ai spawned by this eventCall. This parameter is optional, and can be left blank.max_spawn_delayis the maximum delay between each spawn, in seconds.
Example Usage
item[0] = {
eventCall = {
eventDef = "maintainAICount";
args = {
num = 8;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_ZOMBIE"; // spawnType
}
item[1] = {
int = 10; // desired_count
}
item[2] = {
int = 20; // max_spawn_count
}
item[3] = {
float = 3; // min_spawn_delay
}
item[4] = {
int = 5; // min_ai_for_respawn
}
item[5] = {
entity = "ai_target_spawn_volume_76"; // spawnGroup
}
item[6] = {
string = ""; // group_label
}
item[7] = {
float = 5; // max_spawn_delay
}
}
}
}
In this example, 10 Zombies will be spawned, with a 3-5s delay between each (re)spawn. When only 5 Zombies remain, they will begin respawning until there are 10 Zombies again. Once 20 Zombies have been spawned in total, this eventCall is complete.