Spawn Enemy Group
Contains a collection of Spawn Enemy Dummy
elements. Can be used to spawn multiple enemies conveniently and apply some broad changes to them. Can also be used to earmark locations for squads part of an assault to spawn.
Behaviour
Element behaviour on execution: |
Element executes on event: |
Spawns an enemy definedat each Spawn Enemy Dummy listed in enemyManage elements list
., Uses a random Orientation Element
if defined, otherwise spawnsspawning at the location of thiseach element. The enemy will immediately play the animation defined in each Spawn Enemy Dummy 's Spawn Action . |
Executed by another element (confirm?). Executes every element on list simultaneously. |
Spawn Enemy Dummy
Field |
Type |
Values |
Usage |
Manage Elements List(elements) |
List (Elements) |
Any Element |
Define locationsmultiple otherSpawn thanEnemy theDummy locationelements ofthat this element towill spawn enemies on execution. Ideally should be one or multiple elementMissionScript
elements. |
EnemySpawn Type |
String (units)Dropdown |
An enemy unitDropdown |
Selects what unit the spawned enemy should use. The unit defines the enemy's appearance, health, damage, and some behaviour. This is overridden by enemies spawned via an assault.WIP |
ParticipateIgnore To Group AiDisabled |
Boolean |
true, false |
DefinesIf iffalse, the enemy should take part in the assault if the enemy was manually spawned by executing this element. If this is disabled, the enemyelement will not huntspawn forenemies theat playerany orSpawn flee.Enemy Dummy that is marked as disabled. |
Spawn ActionAmount |
String (animations)Integer |
e_sp_
*<0 |
The animation that this enemy will act out when spawned either manually or during an assault. |
Interval |
Float |
<0 |
Has the element wait this long (in seconds) before performing behaviours as a result of being executed. |
Voice |
WIP |
WIP |
WIP |
Accessibility |
WIP |
WIP |
WIP |
Force Pickup |
WIP |
WIP |
WIP |
Team |
WIPString (relationship teams) |
WIPDropdown |
WIPForcibly sets the enemy's team. The team defines who this enemy will shoot at, and be shot by. |
Common Element components
Common: Main
Common: Transform