Classnames: | func_monsterspawn_spot func_monsterspawn_spot_mp (PoP) |
Purpose: | Nasty surprises. |
H2 Code: | ai.hc |
fields required: | origin, spawnflags, aflag |
Defines a location where a monster spawner
spawns a monster. With multiple spots, monsters are spawned in a cycle
with order determined by the aflag field. func_monsterspawn_spot is useable in either original Hexen II or PoP for spawning original H2 monsters, while func_monsterspanwn_spot_mp is used in conjunction with func_monsterspawner_mp to spawn PoP monsters. |
origin | Value is a triple of numbers, location of item. Your editor should manage this visually, automatically. |
angle | Value is a number, should be direction that spawned monster faces, and occurs in maps, but doesn't seem to work. |
aflag | Value is a number, the position of this spot in the generation cycle. Required for entity to be useful |
spawnername | Value is a name, shared by associated func_monsterspawner(_mp)s. |
targetname | Value is a name, supposedly when triggered causes a monster to spawn outside of the cycle, but for me just keeps spot from working. |
cnt | Value is a number, number of monsters produced at this spot. If neither the spawner nor the spot has a cnt field, the game will just crash when the spawner is activated; but it will also crash if the spot has a cnt field that is used up. So it's probably better to put cnt on the spawner but not on the spot; however that's not how the Raven guys did it in Tibet4! |
wait | Value is a number, time before next monster is spawned. Doesn't seem to interact well with the TRIGGERONLY spawnflag: when this is set, wait doesn't work and seems to inhibit multiple spawning. |
dflags | Value is a number, function unknown. It occurs with value 1 in the Mission Pack, on func_monsterspawn_spot_mp, but the only documentation is on func_monsterspawner, and says: `If dflags is set to "1", the spawner will wait it's "wait" value every time it fails to spawn a monster.' So maybe I'm just having a bad IQ day, but I just don't seem to get exactly what sort of event `failing to spawn a monster is'. |
spawnflags | These will often override the ones on the spawner itself,
though I haven't checked out all the interactions. For func_monsterspawn_spot:
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