Spawners and paths

These are point entities.

info_spawner

Spawns a scene around itself, up to max_alive at a time and total overall, 0 being unlimited. Spawned nodes join spawn_group and are added next to the spawner. start runs a spawn timer when interval is above 0.

  • Inputs: spawn, start, stop, toggle, kill_all
  • Outputs: spawned(node), all_dead, exhausted (once, the first time total is reached)
  • Keys: scene, count 1, max_alive 5, total 0, interval 0, radius 64, start_active 0, spawn_on_ready 0, spawn_group enemies, snap_to_ground 1

Spawned nodes have no targetname. Reach them with @enemies, or whichever group you chose.

info_teleport_destination

Marks where trigger_teleport sends bodies, its yaw becomes their facing. Its only key is targetname.

path_corner

One stop on a path, with target naming the next. Trains and walkers fire its reached output on arrival. Click chains down quickly with the Path tool (Shift+P).

  • Outputs: reached(train)
  • Keys: target, wait 0 (seconds to wait here), speed 0 (new train speed from here on, 0 keeps it)

speed only affects trains, walkers keep their own.

npc_walker

A scripted actor that walks a chain of path corners playing animations, for cutscenes rather than AI. It tweens its position, with no gravity or collision. model is a scene giving it a mesh and an AnimationPlayer.

  • Inputs: start, stop, walk_to(corner), play_anim(name), face(target)
  • Outputs: arrived(corner), reached_goal, finished (both at the last corner when not looping)
  • Keys: model, target, speed 2.0, loop 0, start_active 0, walk_anim walk, idle_anim idle, face_travel 1

face and walk_to accept any target, so face with parameter !player turns it towards the player. walk_to drops the current leg and heads straight there.

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