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.