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 timetotalis reached) - Keys:
scene,count1,max_alive5,total0,interval0,radius64,start_active0,spawn_on_ready0,spawn_groupenemies,snap_to_ground1
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,wait0 (seconds to wait here),speed0 (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,speed2.0,loop0,start_active0,walk_animwalk,idle_animidle,face_travel1
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.