ThingFactory
UNDER CONSTRUCTION.
Creature and thing factories may be triggered by an Event, or will trigger themselves if a player touches it. Since zone changes can cause an event, you could for example cause a creature factory to start producing razorfish as soon as a player enters the water. The first creature spawns instantly.
Creature and thing factories use SpawnPoint?s (a type of NavigationPoint) as the locations to create actors. Up to 16 SpawnPoints can be associated to a given factory. SpawnPoints and creature factories are associated by giving them the same tag.
If a SpawnPoint has its Events → Event property set, it will fire that event when it spawns a creature.
By default, creature factories are covert, which means they will only spawn actors at a SpawnPoint no player can see. A creature from a factory has its event set to the factory's tag (so its death will trigger the factory).
Properties
- prototype
- The class of actors produced by this factory.
- maxitems
- The maximum number of active actors from this factory at any time. If it is a creature factory, new creatures will only produced either initially, or when a creature dies, to get back up to maxitems until the factory capacity is reached.
- capacity
- The maximum number of actors this factory can ever produce (-1 = no limit). After reaching this limit, the factory shuts down.
- interval
- Average time interval between spawnings.
- itemtag
- Tag given to items produced at this factory.
- bFalling
- Non-Pawn (UT) items spawned should be set to falling.
- timeDistribution
- Time distribution of items being spawned.
Value Description DIST_Constant
... DIST_Uniform
DIST_Gaussian
- bOnlyPlayerTouched
- Only player can trigger it.
- bCovert
- Only do hidden spawns (when no player is looking at the spawnpoint in question).
- bStoppable
- Stops producing when untouched.
- spawnspot[16]
- Possible start locations.
Dma: How do I format the DIST_* list?
Mychaeel: Depends. A (nested) table would do nicely here, I think...