spawnSingleAI
An eventCall to maintainspawn a certain quantity of respawningsingle idAI2 entity in an idEncounterManager.
Usage
item[0] = {
eventCall = {
eventDef = "maintainAICount"spawnSingleAI";
args = {
num = 8;3;
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 = ""; // spawnGroupspawnTarget
}
item[6]2] = {
string = ""; // group_label
}
item[7] = {
float = 10; // max_spawn_delay
}
}
}
}
spawnType
areisthewhat
aieEncounterSpawnType_tthattypeyou want to beis spawned. Multiple types can be listed,andbuttheonlyspawneda single aitypesentity will be spawned. Its type 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.
is thespawnGroupspawnTarget
entity you want to use.idTargetSpawnGroupidTarget_Spawngroup_label
iswhatthe label you want to giveto the aithis spawnedby this eventCall.ai. This parameter isoptional,optional and can be left blank.max_spawn_delayis the maximum delay between each spawn, in seconds.
Example Usage
item[0] = {
eventCall = {
eventDef = "maintainAICount"spawnSingleAI";
args = {
num = 8;3;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_ZOMBIE"ENCOUNTER_SPAWN_IMP"; // spawnType
}
item[1] = {
intentity = 10;"ai_target_spawn_47"; // desired_countspawnTarget
}
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 = ""fodder"; // 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.