Difference between revisions of "NDDynamicSpawners"
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* spawnRadius - how far away from the dynamic spawner to place objects spawned | * spawnRadius - how far away from the dynamic spawner to place objects spawned | ||
− | * SpawnRateIncrease | + | * SpawnRateIncrease - |
* spawnEffect - effect that plays when objects spawn from the spawner | * spawnEffect - effect that plays when objects spawn from the spawner | ||
− | * spawnMode - | + | * spawnMode - choices are Random or Progressive, defaults to Random |
− | * lootMode - | + | * lootMode - choices are NoLoot as your string modifier to stop objects from spawning loot |
− | * progressModifier | + | * progressModifier - |
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<p style="color: #DDDD88;font-size: 16px;width:60%;margin: 0 auto">Initializer Variables</p> | <p style="color: #DDDD88;font-size: 16px;width:60%;margin: 0 auto">Initializer Variables</p> | ||
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− | * TriggerSpawnTeamType | + | * TriggerSpawnTeamType - then key entry and team type of the spawned objects. see dynamic_spawner_tables.lua for table entries |
− | * TriggerDeathRadius | + | * TriggerDeathRadius - |
− | * TriggerChance | + | * TriggerChance - this is the chance to trigger the spawner |
− | * SpawnKey | + | * SpawnKey - used for the quest system |
− | * HUDVars | + | * HUDVars - when players get in range of the spawner, the hud will appear. this allows you to customize the message [[NDDynamicSpawnerHUDVars|Learn more Here!]] |
− | * SpawnObjVars | + | * SpawnObjVars - |
− | * ProgressMessages | + | * ProgressMessages - a table containing the progress message for the spawner, this is broadcasted to the players |
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<p style="width: 60%;margin: 0 auto">Below is an example of a typical Dynamic Spawner template file for Rebels.</p> | <p style="width: 60%;margin: 0 auto">Below is an example of a typical Dynamic Spawner template file for Rebels.</p> |
Latest revision as of 06:35, 9 December 2019
Example Dynamic Spawner Universal Template
Object Variables
- spawnRadius - how far away from the dynamic spawner to place objects spawned
- SpawnRateIncrease -
- spawnEffect - effect that plays when objects spawn from the spawner
- spawnMode - choices are Random or Progressive, defaults to Random
- lootMode - choices are NoLoot as your string modifier to stop objects from spawning loot
- progressModifier -
Initializer Variables
- TriggerSpawnTeamType - then key entry and team type of the spawned objects. see dynamic_spawner_tables.lua for table entries
- TriggerDeathRadius -
- TriggerChance - this is the chance to trigger the spawner
- SpawnKey - used for the quest system
- HUDVars - when players get in range of the spawner, the hud will appear. this allows you to customize the message Learn more Here!
- SpawnObjVars -
- ProgressMessages - a table containing the progress message for the spawner, this is broadcasted to the players
Below is an example of a typical Dynamic Spawner template file for Rebels.
<ObjectTemplate> <ClientId>2</ClientId> <Name>Dynamic Undead Spawner</Name> <ObjectVariableComponent> <DoubleVariable Name="spawnRadius">20</DoubleVariable> <StringVariable Name="spawnEffect">none</StringVariable> <DoubleVariable Name="SpawnRateIncrease">1.03</DoubleVariable> <StringVariable Name="spawnMode">Progressive</StringVariable> <StringVariable Name="lootMode">Weighted</StringVariable> <DoubleVariable Name="progressModifier">2.5</DoubleVariable> </ObjectVariableComponent> <ScriptEngineComponent> <LuaModule Name="dynamic_spawn_controller_universal"> <Initializer> { TriggerSpawnTeamType = "Demon", TriggerDeathRadius = 30, TriggerChance = 0.1, TeamType = "Corruption1", SpawnKey = "Corruption1DynamicSpawner", HUDVars = { Title = "Pitiful Calamity", Description = "Kill the demons that are gathering around the pit." }, ProgressMessages = { "A low rumble can be heard coming from the pit.", nil, nil, "A demon emerges from the pit.", }, SpawnObjVars = { ["AI-StationedLeash"] = false, ["AI-LeashDistance"] = 20, ["AI-CanWander"] = true, } } </Initializer> </LuaModule> </ScriptEngineComponent> </ObjectTemplate>