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Jailbreak Developer Network: JBMonsterSpawner


Actor >> Keypoint >> JBMonsterSpawner

This is a triggered Monster Spawner, usually used for an execution sequence, though other uses may be fulfilled. See Implementation for implementation details.

Relevant Properties

(Events) bool bUseExecutionTags
(Events) name TagExecutionCommit
(Events) name TagExecutionEnd
Obsolete. bUseExecutionTags determinews whether to use the two tags TagExecutionCommit (activate monsters if inactive) and TagExecutionEnd (reset monsters if active) instead of Tag (toggle activate/reset monsters) to trigger this actor. Use bResetOnExecutionEnd instead.
(Movement) vector Location
Determines the place where the monsters are spawned.
(Movement) rotator Rotation
Determines the direction the monsters face when spawned.
(JBMonsterSpawner) EMonsterType MonsterType
Select from the list which monster you want to spawn. Select Custom if you are using a custom monster.
(JBMonsterSpawner) string CustomMonster
Enter the fully qualified class name of your monster actor here. Applies only if Custom is selected for MonsterType.
(JBMonsterSpawner) Mesh MonsterMesh
Select your monster's mesh and put it here; overrides the monster's default mesh if set.
(JBMonsterSpawner) Material MonsterSkin[8]
Put the various skins you have for your monster in here; overrides the monster's default skins if set.
(JBMonsterSpawner) bool bMonsterInGodMode
Specifies whether the spawned monster is invincible (in god mode) or normally vulnerable. (Players don't get frags for killing monsters.)
(JBMonsterSpawner) bool bResetOnExecutionEnd
Automatically resets the monster when the execution sequence ends.
(Object) InitialState
Set the behaviour for the monster:
  • MonsterWaitsDormant – The monster is always present, but it is dormant and doesn't attack anything. Trigger it to make it attack. To reset it to the dormant state, either trigger it again, or use bResetOnExecutionEnd. In this case, the JBMonsterSpawner should be used for sealed-off cells that open into the jail when the execution sequence is fired, ie the monsters wait in a cell and are "activated" when triggered.
  • MonsterSpawnedOnTrigger – The monster is initially not in the map. It is spawned by triggering, and attacks immediately. When it is reset, it removes itself from the map (either trigger again or use bResetOnExecutionEnd).

Setup

To set up the JBMonsterSpawner for the execution sequence of, for example, the red team, proceed as follows: