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- Advanced NPC and Item Spawner/Mod

Advanced NPC and Item Spawner/Mod
About This Mod
How to use.
Create "Advanced Designer" from the category "Spavn Menu", "Assets", "Jakub Baku".
Press C, right-click the asset, and change Properties.
General information
Entity Classes - here you can specify the entity classes to be created;
Spawner Active - turn spawn on and off;
SpawnMinRadius - If Viewport is not used, this is the minimum distance an entity can be seen from its creator or player.
SpawnMaxRadius - The maximum distance an entity can appear from a player or creator.
SpawnDelay - delay between spawns.
MaxSpawnedEntities - The number of entities generated by this creator that can exist simultaneously.
Despawn - if enabled, entities outside the despot radius will be deleted.
DespawnRadius is the spawn radius.
Advanced settings.
Spam algorithm - changes the way entities are generated, only works when the scope creation mode is disabled.
Give a weapon (weapon) - As with entity classes, you can specify one weapon (as a class) or several (see below for details).
Spawn effect - Spawn effect of an asset.
Areas of Origin.
Use origination scopes - If this option is enabled, creators will create assets only in origination scopes.
Emergence Areas is a string indicating the origin and group.
Other.
Wither corpses - suitable for optimization during big battles.
Drop a weapon - Disable to prevent NPCs from throwing a weapon.
Entity classes and weapons
These two fields accept one or more entities (not necessarily NPC).
The syntax is: {} with entity/weapon class chance and additional parameters;
Remember to separate multiple classes with semicolons (;).
Entity.
Parameters can be used to modify various aspects of an entity. The syntax is {parameter='value', ... , ... , ... , ...} .
Remember to separate the parameters with a colon (,) and enclose the values in quotation marks ("or", "not"). Parameters can be key values for specific entities or special parameters (prefixed with _).
Special Options
spg - Specifies the entity instance group. The default value is -1 and it can appear anywhere.
wep - equips the NPC with these weapons.
mdl - changes the entity model.
bg - changes the body group. Example (headless zombie): npc_zombie {_bg='00'}.
hlt - changes the characteristics of the object.
speff - changes the resurrection effect. Example: npc_zombie {_speff='propspawn_hellspawn'}.
Examples of useful parameters
Squadname is the same NPC. Example: npc_combine_s { squadname='combi'}.
Spawnflags - changes entity spawn flags. Very useful. Example (physician spawn): npc_citizen {spawnflags='131072', citizensentype='3'}.
citizensentype - changes the type of citizen. Example (rebel spawn): npc_citizen {citizen type='3′}. Changes the type of citizen.
Sample syntax:
A simple citizen
npc_citizen.
A citizen has a 60% chance of being born and a 40% chance of merging with a soldier.
npc_citizen 60; npc_combine_s 40
Rebels with 1 HP.
npc_citizen {citizentype='3′, _hlt='1′}.
He is active in various fields. Citizens and the Fight to Organize
npc_citizen 17 {citizentype='3′, _spg='1′};npc_citizen 7 {_weapon='weapon_rpg', _spg='1′, Citizentype='3′, spawnflags='131072′};npc_ combine_s 17 {_spg='2′, numgrenades='10'};npc_metropolice {_spg='2′, _weapon='weapon_smg1′}
Weapons
You can easily define a weapon by specifying a class or multiple classes separated by a colon.
Examples of weapon_ar2; weapon_smg1
You can also use random items:
For example, weapon_ar2 35; weapon_smg1 64; weapon_rpg 1
Creation Pane
You can use the creation regions to create different objects in different locations in the map. By default, scopes and objects belong to the -1 group. Only objects with the specified spawn group can appear in the area with the installed group.
The easiest and recommended way to adjust the region is to use the Advanced Spawn Area Editor tool on the Tools menu. Left-click to start creating an area, then use the Tools menu to delete it or change its group and height. After you have set it up, click "Create Row" and copy (using Ctrl+A) the row to the object of creation (Rendering Spaces)..
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