Warhorse ScripBind documentation
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SpawnEntity
Syntax
C++
int SpawnEntity(IFunctionHandler* ph, SmartScriptTable params);
Parameters 
Description 
Name 
[string] 
SharedSoulGuid 
[string] 
SoulArchetypeName 
[string] (only needed when SharedSoulGuid is nil) 
ClassName 
[string] (only needed when both SharedSoulGuid and SoulArchetypeName are nil) 
LayerName 
[string] only works for streamed layers 
SpawnPointName 
[string] (position to spawn on) 
Pos 
[Vec3] position if TagPointEntity is nil 
Rot 
[Vec3] rotation (in 3 angles) if TagPointEntity is nil 
NoAI 
[bool] - disabled AI, default false 
IdleUntilFirstPatch 
[bool] default false 
PerceptorObjectAI 
[bool] default true 
PerceptibleObjectAI 
[bool] default true 
SchedulerProxyName 
[string] 
SoulPoolName 
[bool] when spawning from pool, instead of SharedSoulGuid 
Difficulty 
[int] only applied when spawning from pool
 

Syntax: XGenAIModule.SpawnEntity{ Name="...", ... } or XGenAIModule.SpawnEntity(params), where params is table with Properties, named after individual arguments

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