
GTFO
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Allows rundown developers to guarantee specific consumable spawns by adding the "ForceSpawnData" field to ConsumableDistributionDataBlock and BigPickupDistributionDataBlock. These spawns do not detract from "SpawnsPerZone" and consumables always appear in containers.
The "ForceSpawnData" field takes a list of objects that each contain the fields:
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
},
This spawns a cell and 2 fog repellers. The cell is spawned using vanilla SpawnData while the fog repellers use ForceSpawnData.
{
"SpawnsPerZone": 1,
"SpawnData": [ // Standard logic. Since only one type spawns, it could alternatively be placed in ForceSpawnData.
{
"ItemID": 131, // Cell
"Weight": 1.0
}
],
"ForceSpawnData": [ // The new field! Each of these always spawns.
{
"ItemID": 133, // Fog Repeller
"Count": 2 // Spawn 2
}
],
"name": "A Custom Entry",
"internalEnabled": true,
"persistentID": 100
},