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Ability to spawn entities from a buff


FuriousRamsay

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Right now the only ways to have new entities spawn is either through the Quest object (action SpawnEnemy or SpawnAnimal) or with the new twitch functionality (which isn't really available to modders).

 

It's unfortunate because you are limited to new spawns either when doing a quest or subject to it when you are a twitch streamer.

 

To open up the game's possibilities we should have the opportunity to spawn entities whenever we want, through a buff, because buffs are the most flexible objects in the game.

 

The spawning should also have a property to indicate how far away from you the spawn will occur and maybe which direction.

 

This would open up a world of options for new mods and make the game a lot more immersive.

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53 minutes ago, FuriousRamsay said:

Right now the only ways to have new entities spawn is either through the Quest object (action SpawnEnemy or SpawnAnimal) or with the new twitch functionality (which isn't really available to modders).

 

It's unfortunate because you are limited to new spawns either when doing a quest or subject to it when you are a twitch streamer.

 

To open up the game's possibilities we should have the opportunity to spawn entities whenever we want, through a buff, because buffs are the most flexible objects in the game.

 

The spawning should also have a property to indicate how far away from you the spawn will occur and maybe which direction.

 

This would open up a world of options for new mods and make the game a lot more immersive.

 ... Okay.... . Well this can work only by stuff like : loudspeaker could spam a zombie horde,  a animal trap can chance to spawn nearby a animal etc but by buff?  I rly can't see how could it work

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Could be as simple as an enemy entity (zombies in the case of vanilla, demons as an example in the case of the Darkness Falls overhaul mod) having a buff that spawns other entities to support them. Right now the only thing that spawns other entities is the screamer and it's not even configurable as an event, it's baked into the code.

 

I'm looking at this from the perspective of a mod creator who would like to extend the game to make additional content and make it more interesting.

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It would also be nice to have a parameter that indicates whether or not this entity will attack the player or not. Right now in the quest object the only action available is SpawnEnemy and it has a default set to attack the player right away. Would be nice to be able to control this aspect for additional flexibility.

The entityspawner in spawning.xml for controlling world spawning (not event based) has this property:

<property name="AttackPlayerAtOnce" value="false" />

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From devs perspecitve : if moders what to do something they will find a way to do this xd . Moders can do this too just it need time . But for moders it is "free time" but for devs it need time. In this same time they can something to vanilia like programed new quest - everyone will use it. 

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