Ok, so now you have a CreatureFactory
(I’m going to just refer to it as a “CF”
from now on cause I’m tired of typing
CreatureFactory) but you still need to
add some spawnpoints for the monsters.
The Spawnpoint is located under NavigationPoints
in the Actor browser. Simply add them
wherever you would like the monsters
to spawn, but you can only place up to
32 for each CF. Often it is wise to place
them out of view of the player, so that
they can’t see the monsters spawning,
but its not critical. When you are done,
select all the Spawnpoints you placed
and the CF, open their properties (F4)
and give all of them a unique tag.
So for example, if the monster you
want to spawn are pupae, call all of the
Spawnpoints and the CF “pupaefactory”.
This is a little different than most other actors,
in that you are linking several actors by
using the same tag, instead of tag and event.
Next you need to set up the CF to
spawn the right monster. Select it and open
its properties, then expand “ThingFactory”.
There are several options here you can
change. I will explain which ones you need to
change, then I will explain what the others do.
The first field you need to set is the “
prototype”
field. Highlight it and hit the browse button, then
navigate in the actor list to whatever monster you
would like to spawn. So using my pupae example
again, browse to pawn > ScriptedPawn > Pupae and
select it. Then click “use” in the CF’s properties.
Next, you need to tell it how many to spawn. There are 2
fields that dictate this:
MaxItems and Capacity.
Capacity is the total number of monsters you want
to spawn from the factory before it shuts down.
MaxItems is the maximum number of monsters
from that factory that can be in the game at one time.
For example, if I wanted to spawn a total of 50 pupae,
I would set the capacity to 50. However, 50 pupae
on screen at the same time is a lot, so I would set
the MaxItems to 15. That way, there is only ever
at most 15 pupae on the screen at a time. Each
time one is killed, it will be replaced by the CF until
all 50 have been spawned, then it will never
spawn any more. If you set the capacity to –1, it
will continue spawning monsters forever.
The last thing you need to do is set something else
to trigger it. So in another actor (for example a trigger)
set its “event” field to the tag of the CF. You should
see a sort of spiderweb of red lines joining the trigger,
all your spawnpoints and the CF. When the
trigger is activated, the CF will begin spawning monsters.
Here are some other properties you might want to change:
Interval: Sets the amount of time in seconds between each spawn. If you wanted all of the monsters to suddenly
appear at the same time, set this really low (like 0.01). If you wanted them to gradually appear set it
higher.
Distribution:
Changes the time betweens spawns, by changing the distribution pattern. You probably wont need to change this, as it doesn’t become noticeable unless the Interval is very high.
bCovert:
When set to True, this makes it so that monsters will only spawn at spawnpoints that nobody is looking at. If False, you will be able to see the monsters spawn. This is set to True by default on the CF.
bStoppable:
If set to true, then you can stop this CF from spawning its monsters by triggering it once again after its already been triggered.
bFalling:
When true, anything spawned from this factory will automatically fall to the ground. Change this to false if you are spawning flying monsters such as Manta