Skip to main content

Section 2: idAI2s and spawns

Before we edit an encounter, we need to know about the behind-the-scenes elements going on.

Specifically, this section will cover idAI2s and spawns.

idAI2s

Earlier, I said that:

An .entities file purely consists of defined entities, or entitydefs. Entitydefs can be quite literally anything from triggers to encounter managers to pickups.

An idAI2 is an entity for a specific demon.

What do I mean by that? Let's take a look at an idAI2 for an Imp.

entity {
	layers {
		"spawn_target_layer"
	}
	entityDef ai_custom_imp {
	inherit = "ai/fodder/imp";
	class = "idAI2";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = true;
	disableAIPooling = false;
	edit = {
		[ The stuff that usually goes here ]
	}
}
}

You can CTRL + F "ai/fodder/imp" to see what's usually in the edit section. It consists of important but irrelevant settings so I will not be including it here.