With this prefab you can spawn Vehicles. Knows Issues: If the children do not have (or is disabled) a RplComonent they will not spawn on the clients. How to Fix This SpawnVehicle → NO_SCR_EnvSpawnerComponent
With this prefab you can spawn Anything. Knows Issues: If the children do not have (or is disabled) a RplComonent they will not spawn on the clients. How to Fix This SpawnAnything→ NO_SCR_EnvSpawnerComponent
With this prefab you can spawn any Structure. Knows Issues: If the children do not have (or is disabled) a RplComonent they will not spawn on the clients. How to Fix This SpawnStructure → NO_SCR_EnvSpawnerComponent
This Spawner will spawn the Ai and also assign the child move waypoints as well as the GetInNearest waypoint at the end. Supported Mods: The move waypoints can be interchanged with every other waypoint that’s based on the SCR_AIWaypoint as seen in the 3 columns of the picture You can add or remove as many move (SCR_AIWaypoint) as you want Fix defined: Only one GetInNearest waypoint is allowed and also mandatory The GetInNearest waypoint will always be the last waypoint […]
This Spawner will spawn the Ai and also assign the child patrol waypoints as well as The cycle waypoint at the end. Supported Mods: The patrol waypoints can be interchanged with every other waypoint that’s based on the SCR_AIWaypoint as seen in the 3 columns of the picture You can add or remove as many Patrol (SCR_AIWaypoint) as you want Fix defined: Only one Cycle waypoint is allowed and also mandatory The cycle waypoint is needed so they walk in […]
This Spawner will spawn the Ai and also assign the child move waypoints. Supported Mods: The move waypoints can be interchanged with every other waypoint that’s based on the SCR_AIWaypoint as seen in the 3 columns of the picture You can add or remove as many Move (SCR_AIWaypoint) as you want SpawnAiGroupMove → NO_SCR_AISpawnerComponent AiWaypointMove → SCR_AiWaypoint AiWaypointMove → SCR_AiWaypoint FYI: Groups Prefabs and the difference between DynamicFaction and not
This Spawner will spawn the Ai and also assign the child patrol waypoints as well as the GetInNearest waypoint at the end. Supported Mods: The patrol waypoints can be interchanged with every other waypoint that’s based on the SCR_AIWaypoint as seen in the 3 columns of the picture You can add or remove as many Patrol (SCR_AIWaypoint) as you want Fix defined: Only one GetInNearest waypoint is allowed and also mandatory The GetInNearest waypoint will always be the last waypoint […]
This Spawner will spawn the Ai and also assign the child GetInNearestWaypoint. This spawner does not support having any other waypoint nor multiple of them. SpawnAiGroupGetInNearest → NO_SCR_AISpawnerComponent AiWaypointGetInNearest → SCR_BoardingWaypoint FYI: Groups Prefabs and the difference between DynamicFaction and not
This Spawner will spawn the Ai and also assign the child move waypoints as well as The defend waypoint at the end. Supported Mods: The move waypoints can be interchanged with every other waypoint that’s based on the SCR_AIWaypoint as seen in the 3 columns of the picture You can add or remove as many Move (SCR_AIWaypoint) as you want Fix defined: Only one defend waypoint is allowed and also mandatory The defend waypoint will always be the last waypoint […]
This Spawner will spawn the Ai and also assign the child defend waypoint. This spawner does not support having any other waypoint nor multiple of them. SpawnAiDefend → NO_SCR_AISpawnerComponent DefendWaypoint → SCR_DefendWaypoint FYI: Groups Prefabs and the difference between DynamicFaction and not