Monsterspawn Spot

Monsterspawn Spots

Classnames: func_monsterspawn_spot
func_monsterspawn_spot_mp (PoP)
Purpose: Nasty surprises.
H2 Code: ai.hc
fields required: origin, spawnflags, aflag
Defines a location where a monster spawner spawns a monster. With multiple spots, monsters are spawned in a cycle with order determined by the aflag field.

func_monsterspawn_spot is useable in either original Hexen II or PoP for spawning original H2 monsters, while func_monsterspanwn_spot_mp is used in conjunction with func_monsterspawner_mp to spawn PoP monsters.

Fields

origin Value is a triple of numbers, location of item. Your editor should manage this visually, automatically.
angle Value is a number, should be direction that spawned monster faces, and occurs in maps, but doesn't seem to work.
aflag Value is a number, the position of this spot in the generation cycle. Required for entity to be useful
spawnername Value is a name, shared by associated func_monsterspawner(_mp)s.
targetname Value is a name, supposedly when triggered causes a monster to spawn outside of the cycle, but for me just keeps spot from working.
cnt Value is a number, number of monsters produced at this spot. If neither the spawner nor the spot has a cnt field, the game will just crash when the spawner is activated; but it will also crash if the spot has a cnt field that is used up. So it's probably better to put cnt on the spawner but not on the spot; however that's not how the Raven guys did it in Tibet4!
wait Value is a number, time before next monster is spawned. Doesn't seem to interact well with the TRIGGERONLY spawnflag: when this is set, wait doesn't work and seems to inhibit multiple spawning.
dflags Value is a number, function unknown. It occurs with value 1 in the Mission Pack, on func_monsterspawn_spot_mp, but the only documentation is on func_monsterspawner, and says: `If dflags is set to "1", the spawner will wait it's "wait" value every time it fails to spawn a monster.' So maybe I'm just having a bad IQ day, but I just don't seem to get exactly what sort of event `failing to spawn a monster is'.
spawnflags These will often override the ones on the spawner itself, though I haven't checked out all the interactions.

For func_monsterspawn_spot:

  • 1 - IMP : an ice and fire imp will alternately be spawned
  • 2 - ARCHER : an archer will be spawned
  • 4 - WIZARD : a wizard will be spawnwed
  • 8 - SCORPION : a yellow and black scorpion will alternately be spawned
  • 16 - SPIDER : a red and yellow spider will alternately be spawned
  • 32 - ONDEATH : next monster will not spawn until the previous one dies. `Not recommended if spawner spots are used', but these don't seem to work anyway.
  • 64 - QUIET : no spawning sound will be produced during spawning
  • 128 - TRIGGERONLY : Will only spawn a monster when the spawnwer is used by a trigger. The default is continous spawning. If this and ONDEATH are both checked, next monster won't spawn until current is dead and the trigger fires agtain.
For func_monsterspawn_spot_mp (PoP Mission Pack), the MP monsters (all but the ice imp), don't seem to be precached properly, so that they crash the game when they try to be spawned; You can get around this problem by checking the spawnflag in the func_monsterspawner for every monster used, since this entity doesn't suffer from that problem, and the spot monster-selection spawnflags override those of the spawner.
  • 1 - ICE_ARCHER
  • 2 - ICE_IMP
  • 4 - SNOW_LEOPARD
  • 8 - WERETIGER
  • 16 - YAKMAN
  • 32 - ONDEATH
  • 64 - QUIET
  • 128 - TRIGGERONLY


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