The Nazi class inherits all of the functionality of the Base class, but adds additional capabilities that are used by human and human-like actors. The Base class is used directly as a base for non-human enemies, such as sharks, rats, and the non-human bosses. There are two ZScript classes in Blade of Agony that define additional enemy behaviour. WaveSpawner (DoomEdNum 11522) spawns enemies in waves it means that additional enemies won't appear until all enemies from the current wave are killed. Spawned actors can be given a TID and can be set to navigate to a specific PatrolPoint TID after spawn as well.ĪggressiveActorSpawner (DoomEdNum 11528) only counts actors it spawned itself, so the more of these are present in the area, the larger enemy amounts are being spawned. This can replace situations where an ACS script might mindlessly spam a huge flood of enemies, regardless of how many are being killed or not, by metering how many enemies are active at once. Once that guard is killed, the spawner will spawn another guard, and so on. Actors will not be spawned if a player can see the spawn point, or if a player is within a defined minimum spawn distance from the spawner (default 512 units).īy default, the spawner will spawn a single guard.
ActorSpawner (DoomEdNum 11519) spawns enemies when activated, and maintains a set number of those enemies alive (1 by default).