Quote: "This is where a "spawnzone" entity would be good. you could associate a particular enemy entity with it and set a spawn rate, max number of enetities allowed spawned at a time and total allowed spawned and create endless or controlled amounts of enemies from them, think of how the game Gauntlet used to work. This would be useful if you wanted enemies to spawn out of somewhere other than the original placed enemies."
I am working with spawned dynamic entities at the moment so as to hopefully keep fps as high as is possible in complex levels.
It seems that FPSC entities can be set up to spawn in a great many ways that would suit almost any instance - its just a matter of working out how.
I am successfully keeping dynamic entities non existant until I want them to appear and quite obviously they can respawn in any number any least to 99 of each at random times etc if you wish.
I use both a mix of home brewed triggers and the FPSC trigger zone to achieve this in differing circumstances. You can already use the FPSC trigger zone as a spawn zone control object.
I have more work to do testing triggers and spawning and would hope to achieve more helpful and complex scenarios though I cant say they would be successful as yet.
Spawning any dynamic entity as you and when you wish it to be created and function as you want as a spawn object is not really diufficult. Somewhat more so is what I would like to do next and that is spawn, destroy the entity and then respawn it at will - basically to load and unload objects on the fly - seems it may well be achievable, but only further testing will prove this to be the case or not.
Of course any entity must be placed in a level in editor before it can be called to spawn during game run - however getting a positioned entity to spawn at a different (random) position say in the world on respawn is rather difficult without resort to either the source code or some workaround trickery. Currently, an entities spawn commands do not have an included spawn radius option and this would be all that would be needed though I suspect its more difficult than it sounds if large radii are invloved - something to add to the feature request list perhaps? What would suffice is a random spawn position similar to that available in MP - though I am not quite sure that that one works correctly anyway.