waitAIRemaining
An eventCall to wait until a certain quantity of specified ai types remain in an idEncounterManager.
Usage
item[0] = {
eventCall = {
eventDef = "waitAIRemaining";
args = {
num = 3;
item[0] = {
eEncounterSpawnType_t = ""; // aiType
}
item[1] = {
int = 0; // desired_remaing_ai_count
}
item[2] = {
string = ""; // group_label
}
}
}
}
aiType
are theeEncounterSpawnType_t
that you want to wait on.- The encounter will wait until the quantity of specified ai types present in the encounter are less than or equal to the value of
desired_remaing_ai_count
group_label
is the label that you want to wait on. This parameter is optional, and can be left blank.
Example Usage
item[0] = {
eventCall = {
eventDef = "spawnAI";
args = {
num = 4;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_IMP ENCOUNTER_SPAWN_SHOTGUN_SOLDIER"; // spawnType
}
item[1] = {
int = 4; // spawn_count
}
item[2] = {
entity = "mod_spawngroup_15"; // spawnGroup
}
item[3] = {
string = ""; // group_label
}
}
}
}
item[1] = {
eventCall = {
eventDef = "spawnAI";
args = {
num = 4;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_HELL_SOLDIER ENCOUNTER_SPAWN_BEAM_SOLDIER"; // spawnType
}
item[1] = {
int = 4; // spawn_count
}
item[2] = {
entity = "mod_spawngroup_21"; // spawnGroup
}
item[3] = {
string = ""; // group_label
}
}
}
}
item[2] = {
eventCall = {
eventDef = "waitAIRemaining";
args = {
num = 3;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_ANY"; // aiType
}
item[1] = {
int = 0; // desired_remaing_ai_count
}
item[2] = {
string = ""; // group_label
}
}
}
}
In this example, 4 Imps/Shotgunners are spawned, and 4 Soldiers/Hell Razers. By using waitAIRemaining
set to ENCOUNTER_SPAWN_ANY
with a desired_remaing_ai_count
of 0, this ensures that all enemies will need to be killed first.
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