Difference between revisions of "Cave unit layout file"

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(Created page with "This file controls the spawn coordinates for objects. The second line of the file, which follows the comment <code>BaseGen file</code>, specifies the number of spawn coordinat...")
 
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This file controls the spawn coordinates for objects. The second line of the file, which follows the comment <code>BaseGen file</code>, specifies the number of spawn coordinate entries in the list. It is commented with <code>num gens</code> (number of generators).Each entry in the list is inside its own block. The first line in the block is the "type". Think of it as a group.  
 
This file controls the spawn coordinates for objects. The second line of the file, which follows the comment <code>BaseGen file</code>, specifies the number of spawn coordinate entries in the list. It is commented with <code>num gens</code> (number of generators).Each entry in the list is inside its own block. The first line in the block is the "type". Think of it as a group.  
  

Revision as of 07:42, 7 June 2018

To do: Fix up this page's format.

This file controls the spawn coordinates for objects. The second line of the file, which follows the comment BaseGen file, specifies the number of spawn coordinate entries in the list. It is commented with num gens (number of generators).Each entry in the list is inside its own block. The first line in the block is the "type". Think of it as a group.

Whenever the game wants to spawn an enemy, it picks a random coordinate from the same group as the enemy is. For instance, static Gatling Groinks should probably belong in a different group from the regular, free-roaming enemies. For a list of group IDs and what they're normally used for (although this is not a hard rule), see here.

The second line is the coordinates themselves, in the format X Y Z.


To do: Document the third line.

The fourth line is the maximum radius in which the enemies can randomly spread out from the initial point.

The fifth and sixth lines are the lower and upper limits of the random amount. Every time the game picks a spawn coordinate to use, it generates a number between these two limits, inclusive. Then, it spawns that number of enemies in this spot (until it spawns more than it intended to, at least).