EvilEngine/DYNA/Enemy:SB:BucketOTron: Difference between revisions

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</onlyinclude>
{{AutoDynaInfobox}}
 
==Format==
 
<source lang=cpp>
struct zNMEAssetBucketOTron : zNMEAsset
{
uint32 aid_spawnGroup;
en_spawnmode spawnMode;
float32 spawnDelay;
int32 flg_buckass;
int32 maxSpawn;
};
</source>
 
<source lang=cpp>
enum en_spawnmode
{
NME_SPAWNMODE_CONTINUOUS,
NME_SPAWNMODE_WAVES,
NME_SPAWNMODE_AMBUSHWAVE,
NME_SPAWNMODE_AMBUSHCONT,
NME_SPAWNMODE_NOMORE,
NME_SPAWNMODE_FORCE
};
</source>
 
{| class="wikitable"
! Offset !! Type !! Variable !! Description
|-
| 0x500x60 || [[AssetID]] || '''aid_spawnGroup''' || [[GRUP]]
|-
| 0x540x64 || inten_spawnmode || '''spawnMode''' ||
* 0 = CONTINUOUS.
* 1 = CONTINUOUS. Enemies won't respawn again until all the enemies are defeated.
* 21 = WAVES. TheEnemies bucketotron spawns all enemies at once and doesnwon't spawnrespawn anymoreagain until all the enemies are defeated.
* 32 = AMBUSHWAVE. AllThe enemiesbucketotron spawnspawns all enemies at once oneand time,doesn't itspawn continuesanymore normallyuntil afterall thatenemies are defeated.
* 3 = AMBUSHCONT. All enemies spawn at once one time, it continues normally after that
* 4 = AMBUSHCONT
|-
| 0x580x68 || floatf32 || '''spawnDelay''' || Delay before next spawn
|-
| 0x5C0x6C || ints32 || '''flg_buckass''' || 0 = Resume, <br>1 = Paused
|-
| 0x600x70 || ints32 || '''maxSpawn''' || Number of Enemies to spawn before becoming inactive
|}