Tiberian Technologies Scripts Reference Revision: 9000
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JMG_Utility_Basic_Spawner_In_Radius Class Reference

Spawns objects randomly in a circle using ray casts to find the ground around the location specified can have scripts attached to the spawned object with JMG_Utility_Basic_Spawner_Attach_Script \Spawn_Preset - Preset to create (can be a twiddler). \Spawn_Rate - Rate at which to spawn more objects (also used to respawn when an object is killed). \Random_Spawn_Rate - Random amount to add or subtract from the spawn time. \Spawn_At_A_Time - Number of instances of the spawned object can exist at once, for example in a traditional spawner only 1 can exist at a time. \Min_Spawn_Radius - The min size of the radius to spawn in, non-zero makes a torus basically \Max_Spawn_Radius - The max size of the radius to spawn in. \Initial_Spawn_Height - Adds this much to the Z axis on object creation. \Max_Total_Spawned - How many times can objects be spawned before being disabled, -1 means no limit. \Spawn_Location - Location in which to spawn the objects, -1 -1 ? (Last value is the height of which to start casting the ray from, -1 makes it the current position) \X_Multiplier - Multiply how the circle is shaped on the X coordinates, default is 1.0. \Y_Multiplier - Multiply how the circle is shaped on the Y coordinates, default is 1.0. \Collision_Check - Check if the spawn location is clear to create the object, 0 means it'll place even if blocked. \Collision_Retry_Attempts - How many times will the script "bump" the object if the collision is blocked. \Collision_Add_Height - Amount of height to add each time if blocked. \Initial_Spawn - Setting the value to -1 will spawn the Spawn_At_A_Time on create, any 0 or above will make the objects slowly spawn in at the spawn rate. \Spawned_Object_Script_ID - Set the id for this script, -1 uses default (only use this if you're going to need to manually add spawned objects to this spawner). \Point_Must_Be_In_Pathfind - Requires the created point to be in the pathfind field, if its outside of the field the point will not be created. \Manual_Facing - If true random facing will not be used, first it will attempt to use Face_Location and if that's all 0's Face_Direction \Face_Location - If anything besides 0,0,0 all objects created will attempt to face the point \Face_Direction - If Face_Location was 0,0,0 then Face_Direction will be used \Ignore_Ray_Cast_Failure - If a ray fails to cast the script will stop by default (this usually means that it cast beyond the terrain) turn this setting on to continue casting \Min_Distance_Between_Objects - If non-zero the script will place objects at least the specified distance away from other objects in the group \Spawn_Group_ID - The spawn group id which these objects belong to, if -1 or 0 the distance will be checked against all spawn groups (-1 adds the objects to a group, 0 does not) \ if the value is above 0 the objects will only be checked against other objects with the same value. \Starts_Disabled - If set to 1 the script won't be able to spawn objects until an Enable_Disable_Custom with a param of 1 is received \Enable_Disable_Custom - Custom used to enable or disable the spawners, if the param is 0 it will be disabled, 1 will attempt to spawn the max, anything else just enables the spawn code \Raycast_Direction_Override[Bottom|Top|Unused] - Specify the Z range in which the ray is cast (Default 0|0 lets the game script decide) \Attach_Scripts_Group_ID - Defines what scripts should be attached with JMG_Utility_Basic_Spawner_Attach_Script (-1 attachs all scripts on the spawn controller that can be attached) \PlayersAddToSpawnAtATime - Each player in game adds to the max number of things this can spawn at a time. More...

#include <jmgUtility.h>

Detailed Description

Author
jgray