
ForcedConsumableSpawns
Allows rundown developers to guarantee specific consumable spawns.Details
Allows rundown developers to guarantee specific consumable spawns by adding the "ForceSpawnData" field to ConsumableDistributionDataBlock. These spawns do not detract from "SpawnsPerZone" and always appear in containers.
ForceSpawnData
The "ForceSpawnData" field takes a list of objects that each contain the fields:
- "ItemID": The ID to spawn.
- "Count": The number of items to spawn.
- "PlacementWeights": Start/Middle/End weights on which area the item spawns in, same as other placement weights.
Example
This spawns 4 consumables that are either Lock Melters or Fog Repellers (50/50 chance), and guarantees that a C-Foam Tripmine spawns as well as 2 Explosive Tripmines in the last area.
// ConsumableDistributionDataBlock entry
{
"SpawnsPerZone": 4,
"ChanceToSpawnInResourceContainer": 1.0,
"SpawnData": [ // Standard logic, random chance of fog repeller or lock melter (SpawnsPerZone count).
{
"ItemID": 116, // Lock melter
"Weight": 1.0
},
{
"ItemID": 116, // Fog repeller
"Weight": 1.0
}
],
"ForceSpawnData": [ // The new field! Each of these always spawns (and always in containers).
{
"ItemID": 139, // Explosive Tripmine
"Count": 2, // Spawn 2
"PlacementWeights": { // Spawn towards the end
"Start": 0.0,
"Middle": 0.0,
"End": 1.0
}
},
{
"ItemID": 144 // C-Foam Tripmine. Uses default Count (1) and PlacementWeights (0/0/0).
}
],
"name": "A Custom Entry",
"internalEnabled": true,
"persistentID": 100
},