asw_spawner

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asw_spawner is a point entity available in Alien Swarm Alien Swarm. It is used to spawn and configure aliens. Each spawner can only spawn one type of alien.

Keyvalues

Max Num. Of Live Aliens <int>
Maximum number of live aliens that can be present in the level from this spawner at any given time.
Num. aliens we can create <int>
The number of aliens that can spawn before the spawner is exhausted.
Infinitely spawn aliens <bool>
If True then the spawner will constantly spawn aliens until disabled.
Spawn interval <float>
Time in seconds between each alien spawning.
Spawn interval variation <float>
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 <choices>
Which class type of alien to produce from this spawner.
Alien Health scale <float>
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 <float>
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 <bool>
Spawner's initial state.

BaseASWSpawner:
; Allow spawn if marines are near <bool>
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 <bool>
If true then the spawning alien will play either it's default or a specific unburrow animation.
Unburrow Idle Activity <string>
Idle animation the alien will play before unburrowing. Not necessary for standard spawns.
Unburrow Activity <string>
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 <float>
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 <bool>
If 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 <choices>
Orders given to each alien spawned.
  • Spread Then Hibernate
  • Move To
  • Move To Ignoring Marines
  • Move To Nearest Marine
Alien Orders Target Name <targetname>
Name of the target object used by the 'Move To' order (above).
Name to give spawned aliens <string>
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 <bool>
Used to check whether the spawn point is clear of obstruction. E.g. Not blocked by props, marines, other aliens.
Min Skill Level <int>
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 <int>
The maximum skill level for this spawner to function. Skill levels are: 1=easy 2=normal 3=hard 4=insane 0=nolimit

Angles:

Pitch Yaw Roll (Y Z X) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Name (targetname) <string>
The targetname that other entities refer to this entity by.

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.

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.

Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

Outputs

OnAllSpawned
Fired when the Spawner has Spawned it's max number of aliens. Note: If set to infinite spawning, this output will never be fired.
OnAllSpawnedDead
Fired when the spawner has spawned it's max number of aliens AND they have all died. Note: If set to infinite spawning, this output will never be fired.
OnSpawned
Fired Each time the Spawner Spawns an Alien.

Targetname:
OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead)
This output fires when the entity is killed and removed from the game.