✨Spawn Behavior
v1.0
Last updated
v1.0
Last updated
The SpawnBehavior class determines how projectiles are spawned from the spawner. While there are a lot of options, enabling a huge array of behaviors, you can create custom classes which inherit from SpawnBehavior
to add unique custom functions.
This determines how many projectiles are fired per volley. Note that if you want a "machine gun" effect, keep this value set to 1
, and the "Repeat Count" value -1
. This means that 1 projectile will be fired, repeating forever until the Launch sequence is stopped.
Your options are "Allowed", "Blocked", and "Stop Active Shot".
This determines how to handle situations where a new "Fire" command is sent while the Launch sequence is active. Allowed
means a new sequence will start, while the current one continues.
Blocked
means the new sequence will not start, and Stop Active Shot
will stop the current sequence and start a new one.
This is a delay that occurs before the first projectile is fired.
This delay only occurs one time per LaunchProjectiles
call, even if the spawner repeats forever. This is useful for situations where you have a "warm up" period before the projectiles begin firing.
This is the delay between multiple projectiles in the same volley. If there is only 1
projectile, then this is ignored. Note there is an additional delay between volleys you can set as well.
If you have multiple Spawn Points set on your Projectile Spawner, this will switch between them between every shot. The Spawn Point Manager will help determine exactly how the next Spawn Point is chosen.
Note there is also an option to Switch Spawn Points Between Volleys, which can be used to switch only when one volley of shots completes.
These values will offset the spawn location relative to the direction the Spawn Position is facing.
Spread Options allow for multiple shots to be spread out in unique ways. While they generally would be used with a NumberOfProjectiles
value that is greater than 1, the Spread Angle X
and Y
values can be used with a single shot to provide a random directional inaccuracy.
These offset the starting angle of the shot, relative the the forward direction of the Spawn Point.
Multiple shots will be spread out over this total angle, in the positive and negative direction of the Spawn Point forward.
These determine how the spread is calculated.
Random
is entirely random between the minimum and maximum spread angle, while Random Intervals
will first determine equal intervals (based on the Number of Projectiles), and then randomly choose one of them. Random Intervals No Repeat
will ensure that each interval is used once per volley.
Negative to Positive
is "left to right" or "bottom to top", and Positive to Negative
is the opposite, for X and Y respectively.
When true, the active volley will stop when the ProjectileSpawner Stop
method is called. Otherwise, it will continue until the full Number of Projectiles
have been created.
Spawning will stop if the Spawner is destroyed or disabled, however.
When true, if the Projectile Spawner is missing or destroyed, spawning will stop.
A value of -1
allows for an infinite repetition. A value of 0
or 1
means only one volley will be created.
You can set a delay value between volleys here. This only occurs after a volley has completed.
When true, the Spawn Point will switch (if multiple Spawn Points exist) between each Volley.