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EnemySpawnerPrototype

Can spawn entities. Used for biter/spitter nests.

Parent

Properties

graphics_set

max_count_of_owned_units

Count of enemies this spawner can sustain.

max_count_of_owned_defensive_units

Count of defensive enemies this spawner can sustain. Defensive units are units with UnitAISettings::join_attacks set to false. If set below EnemySpawnerPrototype::max_count_of_owned_units, the difference will be the space reserved for non-defensive units.

max_friends_around_to_spawn

How many friendly units are required within the EnemySpawnerPrototype::spawning_radius of this spawner for it to stop producing more units.

max_defensive_friends_around_to_spawn

How many friendly defensive units are required within the EnemySpawnerPrototype::spawning_radius of this spawner for it to stop producing more units. Defensive units are units with UnitAISettings::join_attacks set to false. If set below EnemySpawnerPrototype::max_friends_around_to_spawn, the difference will be the space reserved for non-defensive units.

spawning_cooldown

Ticks for cooldown after unit is spawned. The first member of the tuple is min, the second member of the tuple is max.

spawning_radius

How far from the spawner can the units be spawned.

spawning_spacing

What spaces should be between the spawned units.

max_richness_for_spawn_shift

Max richness to determine spawn shift. Spawn shift is linear interpolation between 0 and max_spawn_shift.

max_spawn_shift

Caps how much richness can be added on top of evolution when spawning units. See also

call_for_help_radius

time_to_capture

result_units

Array of the entities that this spawner can spawn and their spawn probabilities. The sum of probabilities is expected to be 1.0. The array must not be empty.

dying_sound

absorptions_per_second

min_darkness_to_spawn

max_darkness_to_spawn

spawn_decorations_on_expansion

Whether spawn_decoration should be spawned when enemies expand.

spawn_decoration

Decoratives to be created when the spawner is created by the map generator. Placed when enemies expand if spawn_decorations_on_expansion is set to true.

captured_spawner_entity

is_military_target

Whether this prototype should be a high priority target for enemy forces. See Military units and structures.

allow_run_time_change_of_is_military_target

If this is true, this entities is_military_target property can be changed runtime (on the entity, not on the prototype itself).