SEED - Templates via Spawnargs
Introduction
The SEED can create random entities with random placements. The normal way to do so is to create "target entities" as blueprints/templates. While this method works, it has the drawback that all blueprints/templates need to be spawned as entities at map start, just so the SEED can read out their properties. If then only some of these targets end up used, you just wasted time and memory to spawn/load/process entities and their models/textures, even tho they are never used in the actual map.
If you f.i. wanted to have the SEED spawn randomly either one apple or one pear, the traditional "target" method requires you to place one SEED, one apple and one pear entity, for a total of 3 entities, even tho during runtime only one entity would actually survive. With this method you only need on entity (the SEED itself) and it will only spawn the necessary entities later.
To overcome this, the mechanism of defining targets via spawnargs on the SEED entity was added.
Overview
The spawnargs to define a new template always start with spawn_ and some suffix like "class", "skin" and so on.
You can use multiple of these, and combine it with a overall max_entities count, too:
"remove" "1" // remove the SEED after spawning the entities "wait_for_trigger" "1" // Optional, wait for a trigger before spawning anything "max_entities" "4" // Will only spawn at most 4 entities "spawn_class" "atdm:moveable_food_apple" "spawn_count" "3" "spawn_skin" "tdm_fruit_brownish" "spawn_class_1" "atdm:moveable_food_pear" "spawn_count_1" "2"
This would spawn at most 3 apples and at most 2 pears, but overall not more than 4 entities. Remember to make the SEED space big enough so that all to-be spawned entities will fit!
Spawnargs
spawn_class
See also [[[#spawn_model|spawn_model].
TODO
spawn_model
TODO
spawn_count
TODO
spawn_combine
TODO
spawn_falloff
TODO
spawn_floor
TODO
spawn_map
TODO
spawn_skin
TODO