waitMaintainComplete
An eventCall to wait until a preceding maintainAICount finishes.
Usage
item[0] = {
eventCall = {
eventDef = "waitMaintainComplete";
args = {
num = 3;
item[0] = {
eEncounterSpawnType_t = ""; // aiType
}
item[1] = {
int = 0; // remaining_spawn_count
}
item[2] = {
string = ""; // group_label
}
}
}
}
aiTypeare theeEncounterSpawnType_tthat you want to be wait on.ENCOUNTER_SPAWN_ANYcan also be used.remaining_spawn_countdesired_countis how many remaining spawns this eventCall should wait on.group_labelis the same as the label given to the precedingmaintainAICount. This parameter is optional, and can be left blank.
This eventcall only works if max_spawn_count is set to a finite amount, ex. not -1.
Example Usage
item[0] = {
eventCall = {
eventDef = "maintainAICount";
args = {
num = 8;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_BARON";
}
item[1] = {
int = 1; // desired_count
}
item[2] = {
int = 3; // max_spawn_count
}
item[3] = {
float = 5; // min_spawn_delay
}
item[4] = {
int = 0; // min_ai_for_respawn
}
item[5] = {
entity = "mod_spawngroup_encounter7B"; // spawnGroup
}
item[6] = {
string = "priority"; // group_label
}
item[7] = {
float = 5; // max_spawn_delay
}
}
}
}
item[1] = {
eventCall = {
eventDef = "waitMaintainComplete";
args = {
num = 3;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_BARON"; // aiType
}
item[1] = {
int = 0; // remaining_spawn_count
}
item[2] = {
string = "priority"; // group_label
}
}
}
}
item[2] = {
eventCall = {
eventDef = "spawnSingleAI";
args = {
num = 3;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_PAIN_ELEMENTAL";
}
item[1] = {
entity = "master_level_target_spawn_13";
}
item[2] = {
string = "priority";
}
}
}
}
We start with a maintainAICount that spawns 1 Baron at a time, with up to 3 spawns, each spaced 5s apart. Then we can use waitMaintainComplete with ENCOUNTER_SPAWN_BARON and remaining_spawn_count set to 0, so that when all 3 Barons have spawned (ie. 0 spawns remaining), the encounter manager can proceed to the next eventCall and spawn the Pain Elemental.
See Also
No Comments