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:
- Place however many JBMonsterSpawner actors you require, i.e. one actor per monster in the jail, and rotate them to set the direction the monster will face when spawned.
- In the JBInfoJail actor for that jail, enter any string into the JBInfoJail's EventExecutionCommit property, for instance, RedCaptured.
- Then, enter the same string you just entered into the JBMonsterSpawner's Tag property, in this case, RedCaptured.
- Check the bResetOnExecutionEnd property – it should be set to True so that the JBMonsterSpawner actor is automatically reset when the execution sequence ends.
- Set the various properties of the JBMonsterSpawner that you require as described above.
- This should then cause the monster you selected to spawn in the jail when the EventExecutionCommit event is fired, which is when it is determined that the whole team has been captured. The monsters will move around in the jail and use their various attack methods to kill the prisoners.