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 the eEncounterSpawnType_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.

