The Env Spawner Component is there to Spawn Vehicles or Prefabs of any form.
FYI:
There can be Problems if there are no RPL Component on the child of that prefab so they do not spawn on the clients.
To Change that duplicate that specific prefab and give the children there needed RplComponent. (Example on the GIT https://github.com/devinSpitz/NightOps-DynamicSpawnFramework#known-issues)
Variables | ||
Name | Category | Description |
m_rnDefaultPrefabs | Define the spawns. | |
m_bSpawnImmediately | If checked, spawns immediately. | |
m_fOccupiedSpace | Radius that one prefab does occupied. Needed when there are multiple prefabs in there. | |
m_fFreeSpaceRadios | Radius in which should get searched for free place. Needed when there are multiple prefabs in there. | |
m_bRespawn | If checked, respawn when gone or died. Does not work always | |
m_bRespawnCheckTime | Only if respawn is enabled: How much time should be waitet between the check if the env is gone? | |
m_rDynamicSpawns | You can define dynamic faction spawns here if m_bEnableDynamicEnv is enabled | |
m_bEnableDynamicEnv | If checked it will enable the dynamic environment spawns and disable the prefab ones | |
Functions | ||
Name | Return Type | Description |
GetSpawnedenviroment | array<Ientity> | get the spawned prefabs |
RemoveSpawned | void | Will delete the spawned prefab |
DoSpawn | bool | Will directly spawned the prefab depending the settings and return if it did work |
DoSpawnDefault | bool | Calls DoSpawn and return if it did Spawn |