Nuclide
Software Development Kit for id Technology
monstermaker Class Reference

About this class

Server-Entity: Monster Spawner.

QUAKED monstermaker (1 0 0) (-8 -8 -8) (8 8 8) MMF_STARTON x MMF_NONTOGGLE MMF_MONSTERCLIP

OVERVIEW

The monster maker is the end-all solution to timed/controlled spawning of monster entities.

KEYS

  • "targetname" : Name
  • "target" : Target when triggered.
  • "killtarget" : Target to kill when triggered.
  • "monstertype" : Type of monster to spawn, represents their entity classname.
  • "monstercount" : Maximum amount of monsters you want spawned in total.
  • "delay" : Delay between spawns in seconds.
  • "child_name" : Applies this as a 'targetname' to spawned monsters.
  • "child_alivemax" : Maximum amount of spawned monsters that are alive at a time.

SPAWNFLAGS

  • MMF_STARTON (1) : Start on automatically.
  • MMF_NONTOGGLE (2) : Spawn only one monster with each trigger.
  • MMF_MONSTERCLIP (4) : Spawned monsters will be blocked by func_monsterclip entities.

TRIVIA

This entity was introduced in Half-Life (1998).

Inheritance diagram for monstermaker:
NSPointTrigger

Public Member Functions

void monstermaker (void)
 
virtual void Save (float)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to NSIO::SpawnKey but for save-game fields. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void Respawn (void)
 Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state. More...
 
virtual void Trigger (entity, triggermode_t)
 Called whenever we're legacy triggered by another object or function. More...
 
nonvirtual void Spawner (void)
 
nonvirtual void TurnOn (void)
 
nonvirtual void TurnOff (void)
 

Constructor & Destructor Documentation

◆ monstermaker()

void monstermaker::monstermaker ( void  )

Member Function Documentation

◆ Respawn()

void monstermaker::Respawn ( void  )
virtual

Server: Called when the entity first spawns or when game-logic requests the entity to return to its original spawn state.

Reimplemented from NSPointTrigger.

◆ Restore()

void monstermaker::Restore ( string  strKey,
string  strValue 
)
virtual

Similar to NSIO::SpawnKey but for save-game fields.

Whatever you write into file handles within your NSIO::Save() method needs to be read back in here.

Reimplemented from NSPointTrigger.

◆ Save()

void monstermaker::Save ( float  handle)
virtual

Handles saving a copy of this entity to a given filehandle.

Within you want to use the NSIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented from NSPointTrigger.

◆ Spawner()

void monstermaker::Spawner ( void  )

◆ SpawnKey()

void monstermaker::SpawnKey ( string  strKey,
string  strValue 
)
virtual

This method handles entity key/value pairs on map load.

You can easily convert the strValue parameter using the ReadFloat etc. methods that are part of NSIO.

Reimplemented from NSPointTrigger.

◆ Trigger()

void monstermaker::Trigger ( entity  act,
triggermode_t  state 
)
virtual

Called whenever we're legacy triggered by another object or function.

Reimplemented from NSTrigger.

◆ TurnOff()

void monstermaker::TurnOff ( void  )

◆ TurnOn()

void monstermaker::TurnOn ( void  )

The documentation for this class was generated from the following file: