SpawnAI
Adds an enemy or friend to the battlefield.
#
Codelocal table = { name = "Goblin_L2", relationship = "Bad", shouldStay = "Yes",}
function table:Start() self.fc = CL.CharacterMgr.Instance:SpawnRole(self.name) if self.fc ~= nil then self.fc.trans.position = self.spawnPosition.position self.fc.trans.rotation = self.spawnPosition.rotation end self.fc.attr.camp = self.relationship
if self.shouldStay == "Yes" then self.fc.ai:StayCommand() endend
return Class(nil, nil, table)
#
ComponentUse this script with LuaBehaviour
.
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User VariablesComponent | Variable | Explanation | Default |
---|---|---|---|
String | self.name | The name of the enemy to spawn. | Goblin_L2 |
String | self.relationship | If Bad , AI will spawn as enemy. If Good , AI will spawn as a friend. | Bad |
String | self.shouldStay | If Yes , then AI will now move to player until being hit. | No |
Transform | self.spawnPosition | The position of the enemy to spawn. | no default |
#
FAQ#
Can I change the AI that spawns?Yes you can change the AI to spawn. This can be a specific role name(Goblin_Axe
) or a group name(Goblin_L2
, contains Goblin_Axe
and Goblin_Rogue
).
For instance if you want a lvl 2 Elf:
Set the self.name
var to Elf_L2
Or if you want a Goblin with an axe:
Set the self.name
var to Goblin_Axe
Here are all possible options in the demo:
#
Can I change if they are good or bad?Yes you can change your relationship with the AI.
To good:
Set the self.relationship
var to "Good"
To Bad:
Set the self.relationship
var to "Bad"(default)
#
Can I change if the enemy engages or stays?Yes you can make change the AI stay state.
Add the following line to the script
fc.ai:StayCommand()