Difference between revisions of "NDDynamicSpawners"
Line 17: | Line 17: | ||
* TriggerChance - this is the chance to trigger the spawner | * TriggerChance - this is the chance to trigger the spawner | ||
* SpawnKey - used for the quest system | * 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 | + | * 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 - a table containing the progress message for the spawner, this is broadcasted to the players | * ProgressMessages - a table containing the progress message for the spawner, this is broadcasted to the players |
Revision as of 06:14, 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>