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SpawnAI

Adds an enemy or friend to the battlefield.

Code#

local 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)

Component#

Use this script with LuaBehaviour.

User Variables#

ComponentVariableExplanationDefault
Stringself.nameThe name of the enemy to spawn.Goblin_L2
Stringself.relationshipIf Bad, AI will spawn as enemy. If Good, AI will spawn as a friend.Bad
Stringself.shouldStayIf Yes, then AI will now move to player until being hit.No
Transformself.spawnPositionThe 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:

Component Component

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()