Difference between revisions of "NDDynamicSpawners"

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* TriggerSpawnTeamType - then key entry and team type of the spawned objects. see dynamic_spawner_tables.lua for table entries
 
* 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 - used for the quest system
 
* 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
 
* SpawnObjVars
 
* SpawnObjVars
* ProgressMessages  
+
* ProgressMessages - a table containing the progress message for the spawner, this is broadcasted to the players
 
</div>
 
</div>
 
<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>

Revision as of 02:50, 8 December 2019

[Main] [Templates]

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
  • 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>