waitKillCount
An eventCall that tells the idEncounterManager to wait until a certain quantity of the specified ai type are killed.
Usage
item[0] = {
eventCall = {
eventDef = "waitKillCount";
args = {
num = 3;
item[0] = {
eEncounterEventFlags_t = ""; // aiType
}
item[1] = {
int = 1; // desired_kill_count
}
item[2] = {
string = ""; // group_label
}
}
}
}
aiType
is the ai type(s) that you want to wait on.desired_kill_count
is how many of the specified ai type(s) you want to be killed before proceeding.group_label
is the label for the specified ai type(s). This parameter is optional, can be left blank if inapplicable.
Example Usage
item[0] = {
eventCall = {
eventDef = "maintainAICount";
args = {
num = 8;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_IMP ENCOUNTER_SPAWN_HELL_SOLDIER"; // 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] = {
eEncounterEventFlags_t = "ENCOUNTER_SPAWN_ANY"; // aiType
}
item[1] = {
int = 10; // desired_kill_count
}
item[2] = {
string = "fodder"; // group_label
}
}
}
}
item[2] = {
eventCall = {
eventDef = "stopMaintainingAICount";
args = {
num = 2;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_ANY"; // aiType
}
item[1] = {
string = "fodder"; // group_label
}
}
}
}
In this example, the maintainAICount
will spawn 5 infinitely respawning Imps or Soldiers. However, once the player has killed 10 fodder, the maintainAICount
will be stopped.
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