stopMaintainingAICount
An eventCall to end a maintainAICount in an idEncounterManager.
Usage
This eventCall should only be used after a maintainAICount.
item[0] = {
eventCall = {
eventDef = "stopMaintainingAICount";
args = {
num = 2;
item[0] = {
eEncounterSpawnType_t = ""; // spawnType
}
item[1] = {
string = ""; // group_label
}
}
}
}
spawnTypeis theeEncounterSpawnType_tused in the precedingmaintainAICount.ENCOUNTER_SPAWN_ANYmay also be used instead.group_labelis the label used in the precedingmaintainAICount. This parameter is optional, and may be left blank.
Example Usage
item[0] = {
eventCall = {
eventDef = "maintainAICount";
args = {
num = 8;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_IMP"; // spawnType
}
item[1] = {
int = 5; // desired_count
}
item[2] = {
int = -1; // max_spawn_count
}
item[3] = {
float = 1; // min_spawn_delay
}
item[4] = {
int = 3; // min_ai_for_respawn
}
item[5] = {
entity = "mod_spawngroup_1"; // spawnGroup
}
item[6] = {
string = "fodder"; // group_label
}
item[7] = {
float = 2; // max_spawn_delay
}
}
}
}
item[1] = {
eventCall = {
eventDef = "waitKillCount";
args = {
num = 3;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_ANY";
}
item[1] = {
int = 10;
}
item[2] = {
string = "fodder";
}
}
}
}
item[2] = {
eventCall = {
eventDef = "stopMaintainingAICount";
args = {
num = 2;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_ANY";
}
item[1] = {
string = "fodder";
}
}
}
}
In this example, the maintainAICount will spawn 5 infinitely respawning Imps. However, once the player has killed 10 Imps, the maintainAICount will be stopped. Any Imps that are present when stopMaintainingAICount was called, will remain.
See Also