[ < ] | [ > ] | [ << ] | [ Up ] | [ >> ] | [Top] | [Contents] | [Index] | [ ? ] |
The spawn property class is responsible for creating other entities based on time related rules.
iPcSpawn
This property class can create entities at positions selected by the user. It can both create simple entities from scratch, or create them from entity templates.
You can set locations to spawn at by specifying positions or map nodes.
This is accomplished by using the AddSpawnPosition
method/action.
You can specify full templates to spawn from, or just entities with some
behaviour. This is done by using the AddEntityTemplateType
or
AddEntityType
respectively.
Spawn is initially enabled, but it is necessary to specify timing information
by using SetTiming
before it can actually start spawning entities.
After this you can disable or reenable the spawner by using SetEnabled
.
By default spawned entities will get a number appended to their names to be
able to somehow differentiate them. However, this behaviour can be controlled
by the use of namecounter
and spawnunique
boolean properties.
namecounter
allows disabling numbering in entity names.
spawnunique
allows to prevent spawning of entities with the same name.
This is useful in combination with disabled namecounter to allow only one
entity of each name at any one time, but respawning afer the entity
dissapears (like for example for item spawn points in games).
This property class can send the following message to the behaviour.
pcspawn_newentity
: new entity has been created. Holds entity and
behaviour parameters.
[ < ] | [ > ] | [ << ] | [ Up ] | [ >> ] | [Top] | [Contents] | [Index] | [ ? ] |
This document was generated using texi2html 1.76.