waitStaggeredSpawnComplete
An eventCall to wait until the preceding staggeredAISpawn
finishes.
Usage
item[0] = {
eventCall = {
eventDef = "waitStaggeredSpawnComplete";
args = {
num = 3;
item[0] = {
eEncounterSpawnType_t = ""; // aiType
}
item[1] = {
int = 0; // remaining_spawn_count
}
item[2] = {
string = ""; // group_label
}
}
}
}
aiType
are theeEncounterSpawnType_t
from the precedingstaggeredAISpawn
that you want to wait on.ENCOUNTER_SPAWN_ANY
can also be used.remaining_spawn_count
is how many remaining spawns this eventCall should wait on.
Example Usage
item[0] = {
eventCall = {
eventDef = "staggeredAISpawn";
args = {
num = 6;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_IMP"; // spawnType
}
item[1] = {
int = 3; // spawn_count
}
item[2] = {
entity = "mod_spawngroup_encounter2"; // spawnGroup
}
item[3] = {
string = "fodder"; // group_label
}
item[4] = {
float = 1; // minSpawnStagger
}
item[5] = {
float = 2; // maxSpawnStagger
}
}
}
}
item[1] = {
eventCall = {
eventDef = "staggeredAISpawn";
args = {
num = 6;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_HELL_SOLDIER"; // spawnType
}
item[1] = {
int = 3; // spawn_count
}
item[2] = {
entity = "mod_spawngroup_encounter2B"; // spawnGroup
}
item[3] = {
string = "fodder"; // group_label
}
item[4] = {
float = 1; // minSpawnStagger
}
item[5] = {
float = 2; // maxSpawnStagger
}
}
}
}
item[2] = {
eventCall = {
eventDef = "waitStaggeredSpawnComplete";
args = {
num = 3;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_ANY"; // aiType
}
item[1] = {
int = 0; // remaining_spawn_count
}
item[2] = {
string = ""; // group_label
}
}
}
}
item[3] = {
eventCall = {
eventDef = "spawnSingleAI";
args = {
num = 3;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_HELL_KNIGHT";
}
item[1] = {
entity = ai_target_spawn_23";
}
item[2] = {
string = "priority";
}
}
}
}
In this example, we have a staggeredAISpawn
for 3 Imps, with a 1-2s delay between spawns, and ditto for Soldiers. We can then follow it up with waitStaggeredSpawnComplete
, with ENCOUNTER_SPAWN_ANY
and remaining_spawn_count set
to 0
, so that all staggeredAISpawn
eventcalls for any ai type will need to finish spawning (ie. 0 remaining spawns), before the encounter can proceed and spawn a Hell Knight.
See Also
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