Divergent/mods/Redone Collection/gamedata/scripts/redone_endless_esc_night_mu...

31 lines
873 B
Plaintext

function actor_on_first_update()
local pool = {
["esc_endless_night_spawn_01"] = {
pos = vector():set(-86.41145324707, -4.1926307678223, -78.133041381836),
smart = "esc_smart_terrain_4_11",
},
["esc_endless_night_spawn_02"] = {
pos = vector():set(312.53915405273, 3.3987352848053, 126.92022705078),
smart = "esc_smart_terrain_8_9",
},
["esc_endless_night_spawn_03"] = {
pos = vector():set(129.46849060059, -0.71068423986435, 322.65246582031),
smart = "esc_smart_terrain_6_6",
}
}
for sec,v in pairs(pool) do
local se = get_story_se_item(sec)
if not (se) then
local pos = v.pos
local vid = level.vertex_id(pos)
local gid = SIMBOARD.smarts_by_names[v.smart].m_game_vertex_id
se = alife():create(sec,pos,vid,gid)
end
end
end
function on_game_start()
RegisterScriptCallback("actor_on_first_update",actor_on_first_update)
end