Spawners and paths¶
Note
These entities come with the Gameplay entities pack, see Installing and customizing.
info_spawner¶
Spawns a scene, such as an enemy or a pickup, at random spots within radius. Fire spawn from a trigger for an
ambush, or set an interval and start it for a steady stream. To spread spawns over a room, use
trigger_spawn_area.
| Key | Default | What it does |
|---|---|---|
scene |
The res:// scene to spawn |
|
count |
1 | How many to spawn each time |
max_alive |
5 | Never more alive at once, extra spawns are skipped |
total |
0 | Stops for good after this many, 0 is unlimited |
interval |
0 | Seconds between spawns while the timer runs. 0 spawns only on spawn |
radius |
64 | How far from the spawner they may appear. Drag its handle in the viewport |
start_active |
0 | Runs the timer from map load |
spawn_on_ready |
0 | Spawns once when the map loads |
spawn_group |
enemies | Godot group added to every spawned node |
snap_to_ground |
1 | Drops each spawn onto the floor below it |
- Inputs:
spawn,start,stop,toggle,kill_all - Outputs:
spawned(node),all_dead,exhausted(once, the first timetotalis reached)
all_dead fires when every spawned node is gone, for "clear the room to open the door". Spawned nodes have no
targetname, reach them through their spawn_group, like @enemies.
With the default keys it spawns nothing until something fires spawn at it. For spawns without a trigger, set
spawn_on_ready, or an interval with start_active. Spawning only happens in the running game, in Godot's editor
the spawner stays an empty node.
info_teleport_destination¶
Marks where trigger_teleport sends bodies. Point it the way the player should look on arrival, its yaw becomes their
facing. Its only key is targetname.
path_corner¶
One stop on the route of a func_train or npc_walker, with target naming the next. Click a chain down with the
Path tool (Shift+P). It fires reached when a train or walker arrives, for a sound or event at that stop.
- 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, like a guard passing a window. It moves in straight lines, ignoring gravity and walls, so lay the corners where it can walk.
| Key | Default | What it does |
|---|---|---|
model |
A scene giving it a mesh and an AnimationPlayer |
|
target |
The first path corner to walk to | |
speed |
2.0 | Meters per second |
loop |
0 | Returns to the first corner after the last |
start_active |
0 | Walks from map load |
walk_anim, idle_anim |
walk, idle | Animations played while walking and while stopped |
face_travel |
1 | Turns to face where it walks |
collision |
default | The shape built from its model, so other bodies bump into it, see Collision |
collision_layer, collision_mask |
empty | Layer numbers such as 1, 3, empty keeps the project default |
- 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)
face and walk_to accept any target, like !player. walk_to drops the current leg and heads straight there.
It loads its model only in the running game, so in Godot's editor it is an empty node.