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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 the eEncounterSpawnType_t from the preceding staggeredAISpawn 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