staggeredAISpawn
An eventCall to spawn multiple idAI2 entities, with a delay between each spawn, in an idEncounterManager.
Usage
item[0] = {
eventCall = {
eventDef = "staggeredAISpawn";
args = {
num = 6;
item[0] = {
eEncounterSpawnType_t = ""; // spawnType
}
item[1] = {
int = 5; // spawn_count
}
item[2] = {
entity = ""; // spawnGroup
}
item[3] = {
string = ""; // group_label
}
item[4] = {
float = 1; // minSpawnStagger
}
item[5] = {
float = 5; // maxSpawnStagger
}
}
}
}
spawnTypeis the ai type that you want to be spawned. Multiple types can be listed, and the spawned ai types will be randomly chosen from this list.spawnCountis the number of ai you want to be spawned. To avoid overlapping spawns, spawnCount should be <= the number ofidTarget_Spawnslisted under youridTargetSpawnGroup.spawnGroupis theidTargetSpawnGroupyou want to use.group_labelis what label you want to give to the ai spawned by this eventCall. This parameter is optional, and can be left blank.minSpawnStaggeris the minimum delay between each spawn, in seconds. This value also affects how soon the first spawn in this eventCall occurs.maxSpawnStaggeris the maximum delay between spawns, in seconds.
minSpawnStagger must be <= maxSpawnStagger
Example Usage
item[0] = {
eventCall = {
eventDef = "staggeredAISpawn";
args = {
num = 6;
item[0] = {
eEncounterSpawnType_t = "ENCOUNTER_SPAWN_ZOMBIE_TIER_1"; // spawnType
}
item[1] = {
int = 5; // spawn_count
}
item[2] = {
entity = "game_target_spawn_group_13"; // spawnGroup
}
item[3] = {
string = ""; // group_label
}
item[4] = {
float = 7.5; // minSpawnStagger
}
item[5] = {
float = 10; // maxSpawnStagger
}
}
}
}
In this example, 5 Zombies will be spawned, with a 7.5 - 10s delay between each one.
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