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 staggeredAISpawn