Asw spawner: Difference between revisions

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== Keyvalues ==
== Keyvalues ==
; <code>Name</code>
; Name
: The name that other entities refer to this entity by. '''Essential to control the spawner, E.g. enabling and disabling the entity at specific interactions and events.'''
: The name that other entities refer to this entity by. Essential to control the spawner, E.g. enabling and disabling the entity at specific interactions and events.
; <code>Allow spawn if marines are near</code>
; Allow spawn if marines are near
: If set to True, the key 'Prevent spawn if marines are this close' must be adjusted accordingly. '''Useful for 'magic', non-burrowed spawns where it would look awkward if a player saw it.'''
: If set to True, the key 'Prevent spawn if marines are this close' must be adjusted accordingly. Useful for 'magic', non-burrowed spawns where it would look awkward if a player saw it.
; <code>Start Burrowed</code>
; Start Burrowed
: If True then the spawning alien will play either it's default or a specific unburrow animation.
: If True then the spawning alien will play either it's default or a specific unburrow animation.
; <code>Unburrow Idle Activity</code>
; Unburrow Idle Activity
: Idle animation the alien will play before unburrowing. '''Not necessary for standard spawns.'''
: Idle animation the alien will play before unburrowing. Not necessary for standard spawns.
; <code>Unburrow Activity</code>
; Unburrow Activity
: If the spawning alien starts burrowed, it'll play this animation on spawn. '''By default burrowed aliens will climb out of a floor grate, in order to change this please view [[Swarm Animations]]
: If the spawning alien starts burrowed, it'll play this animation on spawn. By default burrowed aliens will climb out of a floor grate, in order to change this please view [[Swarm Animations]]
; <code>Prevent spawn if marines are this close</code>
; Prevent spawn if marines are this close
: Used in conjunction with the 'Allow spawn if marines are near' key; if said key set to True then this value must be adjusted for it to work efficiently. '''If marines are in the specified radius, the spawner will temporarily stop until the set radius has been cleared.'''
: Used in conjunction with the 'Allow spawn if marines are near' key; if said key set to True then this value must be adjusted for it to work efficiently. If marines are in the specified radius, the spawner will temporarily stop until the set radius has been cleared.
; <code>Long sight range</code>
; Long sight range
: If set to True, aliens from this spawner will be able to see and sense enemies twice as far away as normal. '''Useful for aliens spawned at a distance that are intended to track the marines. Handy for larger survival maps.'''
: If set to True, aliens from this spawner will be able to see and sense enemies twice as far away as normal. Useful for aliens spawned at a distance that are intended to track the marines. Handy for larger survival maps.
; <code>Alien Orders</code>
; Alien Orders
: Orders given to each alien spawned. '''This can be either of four choices: Spread and Hibernate, Move To (specific target), Move To Nearest Marine (being the closest to the ordered alien) and Move To Ignoring Marines.'''
: Orders given to each alien spawned. This can be either of four choices: Spread and Hibernate, Move To (specific target), Move To Nearest Marine (being the closest to the ordered alien) and Move To Ignoring Marines.
; <code> Alien Orders Target Name</code>
; Alien Orders Target Name
: Name of the target object used by the 'Move To' order.
: Name of the target object used by the 'Move To' order.
; <code>Name to give spawned aliens</code>
; Name to give spawned aliens
: Useful for controlling spawned aliens later on. {{note| When specifying the spawned aliens in another entity or Output the names of the spawned aliens are automatically given a numeric value after their name. ex. specified name is 'Drone' and the added value would make it 'Drone_1', so in order to specify all the spawned later on you must add a wildcard to the end of the target, thus becoming 'Drone*'}}
: Useful for controlling spawned aliens later on. {{note| When specifying the spawned aliens in another entity or Output the names of the spawned aliens are automatically given a numeric value after their name. ex. specified name is 'Drone' and the added value would make it 'Drone_1', so in order to specify all the spawned later on you must add a wildcard to the end of the target, thus becoming 'Drone*'}}
; <code>Check Spawn Point is Clear</code>
; Check Spawn Point is Clear
: Used to check whether the spawn point is clear of obstruction. '''E.g. Not blocked by props, marines, other aliens.'''
: Used to check whether the spawn point is clear of obstruction. E.g. Not blocked by props, marines, other aliens.
; <code>Min Skill Level</code>
; Min Skill Level
: The minimum skill level for this spawner to function.  Skill levels are: 1=easy 2=normal 3=hard 4=insane 0=nolimit
: The minimum skill level for this spawner to function.  Skill levels are: 1=easy 2=normal 3=hard 4=insane 0=nolimit
; <code>Max Skill Level</code>
; Max Skill Level
: The maximum skill level for this spawner to function.  Skill levels are: 1=easy 2=normal 3=hard 4=insane 0=nolimit
: The maximum skill level for this spawner to function.  Skill levels are: 1=easy 2=normal 3=hard 4=insane 0=nolimit
; <code>Max Num. Of Live Aliens</code>
; Max Num. Of Live Aliens
: Maximum number of live aliens that can be present in the level from this spawner at any given time.
: Maximum number of live aliens that can be present in the level from this spawner at any given time.
; <code>Num. aliens we can create</code>
; Num. aliens we can create
: The number of aliens that can spawn before the spawner is exhausted.
: The number of aliens that can spawn before the spawner is exhausted.
; <code>Infinitely spawn aliens</code>
; Infinitely spawn aliens
: If True then the spawner will constantly spawn aliens until disabled.
: If True then the spawner will constantly spawn aliens until disabled.
; <code>Spawn interval</code>
; Spawn interval
: Time in seconds between each alien spawning.
: Time in seconds between each alien spawning.
; <code>Spawn interval variation</code>
; Spawn interval variation
: Percentage variation applied randomly to the spawn interval each time an alien spawns.  Value must be between 0 and 100.  The default 25 will give a 25% variation to the spawn interval, so a 1 second spawn interval would actually be randomly between 0.75 seconds and 1.25 seconds.
: Percentage variation applied randomly to the spawn interval each time an alien spawns.  Value must be between 0 and 100.  The default 25 will give a 25% variation to the spawn interval, so a 1 second spawn interval would actually be randomly between 0.75 seconds and 1.25 seconds.
; <code>Alien Class</code>
; Alien Class
: Which class type of alien to produce from this spawner.
: Which class type of alien to produce from this spawner.
; <code>Alien Health scale</code>
; Alien Health scale
: Multiplier of the alien's default health by this amount. '''Useful for increasing or decreasing the difficulty of your map. For example: 0.5=50%, 1=100%, 1.50=150%'''
: Multiplier of the alien's default health by this amount. Useful for increasing or decreasing the difficulty of your map. For example: 0.5=50%, 1=100%, 1.50=150%
; <code>Alien Speed Scale</code>
; Alien Speed Scale
: Multiplier of the alien's default speed by this amount. '''Useful for increasing or decreasing the difficulty of your map. For example: 0.5=50%, 1=100%, 1.5=150%'''
: Multiplier of the alien's default speed by this amount. Useful for increasing or decreasing the difficulty of your map. For example: 0.5=50%, 1=100%, 1.5=150%
; <code>Spawner State</code>
; Spawner State
: Spawner's initial state. '''Whether it starts active, or requires an input before spawning aliens.'''
: Spawner's initial state. Whether it starts active, or requires an input before spawning aliens.


== Flags ==
== Flags ==

Revision as of 10:19, 27 July 2010

Template:As point It is used to spawn one or more aliens of a specified type, also used for hold out events and survival levels.

Keyvalues

Name
The name that other entities refer to this entity by. Essential to control the spawner, E.g. enabling and disabling the entity at specific interactions and events.
Allow spawn if marines are near
If set to True, the key 'Prevent spawn if marines are this close' must be adjusted accordingly. Useful for 'magic', non-burrowed spawns where it would look awkward if a player saw it.
Start Burrowed
If True then the spawning alien will play either it's default or a specific unburrow animation.
Unburrow Idle Activity
Idle animation the alien will play before unburrowing. Not necessary for standard spawns.
Unburrow Activity
If the spawning alien starts burrowed, it'll play this animation on spawn. By default burrowed aliens will climb out of a floor grate, in order to change this please view Swarm Animations
Prevent spawn if marines are this close
Used in conjunction with the 'Allow spawn if marines are near' key; if said key set to True then this value must be adjusted for it to work efficiently. If marines are in the specified radius, the spawner will temporarily stop until the set radius has been cleared.
Long sight range
If set to True, aliens from this spawner will be able to see and sense enemies twice as far away as normal. Useful for aliens spawned at a distance that are intended to track the marines. Handy for larger survival maps.
Alien Orders
Orders given to each alien spawned. This can be either of four choices: Spread and Hibernate, Move To (specific target), Move To Nearest Marine (being the closest to the ordered alien) and Move To Ignoring Marines.
Alien Orders Target Name
Name of the target object used by the 'Move To' order.
Name to give spawned aliens
Useful for controlling spawned aliens later on.
Note.pngNote: When specifying the spawned aliens in another entity or Output the names of the spawned aliens are automatically given a numeric value after their name. ex. specified name is 'Drone' and the added value would make it 'Drone_1', so in order to specify all the spawned later on you must add a wildcard to the end of the target, thus becoming 'Drone*'
Check Spawn Point is Clear
Used to check whether the spawn point is clear of obstruction. E.g. Not blocked by props, marines, other aliens.
Min Skill Level
The minimum skill level for this spawner to function. Skill levels are: 1=easy 2=normal 3=hard 4=insane 0=nolimit
Max Skill Level
The maximum skill level for this spawner to function. Skill levels are: 1=easy 2=normal 3=hard 4=insane 0=nolimit
Max Num. Of Live Aliens
Maximum number of live aliens that can be present in the level from this spawner at any given time.
Num. aliens we can create
The number of aliens that can spawn before the spawner is exhausted.
Infinitely spawn aliens
If True then the spawner will constantly spawn aliens until disabled.
Spawn interval
Time in seconds between each alien spawning.
Spawn interval variation
Percentage variation applied randomly to the spawn interval each time an alien spawns. Value must be between 0 and 100. The default 25 will give a 25% variation to the spawn interval, so a 1 second spawn interval would actually be randomly between 0.75 seconds and 1.25 seconds.
Alien Class
Which class type of alien to produce from this spawner.
Alien Health scale
Multiplier of the alien's default health by this amount. Useful for increasing or decreasing the difficulty of your map. For example: 0.5=50%, 1=100%, 1.50=150%
Alien Speed Scale
Multiplier of the alien's default speed by this amount. Useful for increasing or decreasing the difficulty of your map. For example: 0.5=50%, 1=100%, 1.5=150%
Spawner State
Spawner's initial state. Whether it starts active, or requires an input before spawning aliens.

Flags

  • Infinite even on Easy mode. Will forcibly spawn an infinite amount of aliens when the 'Infinitely spawn aliens' flag is set to True, while playing on easy difficulty.
  • Don't Spawn Uber aliens here. Prevents spawning the stronger variation of drones.
  • Spawned Aliens never sleep. Never idle into the sleeping state, prevents aliens from stopping, appropriate for hold outs.

Outputs

OnAllSpawned
Fired when the Spawner has Spawned it's max number of aliens.
OnAllSpawnedDead
Fired when the spawner has spawned it's max number of aliens AND they have all died.
OnSpawned
Fired Each time the Spawner Spawns an Alien.
OnUser1 - 4
Fired in response to the FireUser inputs; see User Inputs and Outputs.

Inputs

SpawnOneAlien
Ignores Max Alien count from this spawner and spawns one alien of the predefined type.
StartSpawning
Enables spawning.
StopSpawning
Disables spawning.
ToggleEnabled
Toggles active status.
ToggleSpawning
Toggle spawning status.
OnUser1 - 4
Fire the OnUser outputs; see User Inputs and Outputs.