#How can that function be located? trying

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faint rock
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How do you spawn the AI? This system only affects the AmbientPatrolSpawnpoint entities.

lapis obsidian
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yea that is what we are using

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is there a better/different way?

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and this can only apply to a specific group not all AI

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i mean i guess if all the ai stay its whatevers until they die LOL

faint rock
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I would argue that you should not use them for attacking AI. As the name suggests, these points are suitable for ambient patrols.

lapis obsidian
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i would love an alternative? lol

faint rock
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You can spawn the group prefab via SpawnEntityPrefab, which gives you full control on their lifetime.

lapis obsidian
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andi they can "respawn"?

faint rock
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Nope, you would have to implement that yourself

lapis obsidian
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its PVE conflict we are trying to create well we have itrs on MOC vietnam PVE

lapis obsidian
faint rock
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You could do a periodic check whether they are still alive and if not, spawn a new one

lapis obsidian
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this would require custom scripting?

faint rock
lapis obsidian
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thank you so much ๐Ÿ˜„

faint rock
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Alternatively, you could make a derived class of SCR_AmbientPatrolSpawnPointComponent that somehow suppresses the despawning. Probably by overriding the spawn and despawn functions.

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and then make your own prefab with that component

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~~ mod SCR_AmbientPatrolSpawnPointComponent directly if you don't mind having the same behavior for all spawn points.~~

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Actually scratch that last. That would lead to horrible performance

lusty glade
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I use AmbientPatrolSpawnpoints with a Defend Waypoint as a child, just like how the Supply depot AI respawn in conflict. Place the spawnpoint outside of the defend waypoint and they will spawn in and move to the defend waypoint. Vanilla behavior is infinite waves of respawns on a timer, but I modified the component to do a specified number of waves and even a group multiplier to control the size of the counter attack. Someone used my code to create a conflict counter attacker mod for a previous version of the game, not sure if it still works in 1.1 but I imagnie it would. You can also study my scenario to see how I did it, just search workshop for ConflictPVERemixedVanilla.

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Im sure Kex's method works fine as well, just throwing this out there, no disrespect to Kex ๐Ÿ˜‰