Scripting:TWTriggerAIEcologySlain

Building pieces of another world.
Revision as of 18:40, 22 June 2020 by gravatar The Watcher [userbureaucratsysopPHRhYmxlIGNsYXNzPSJ0d3BvcHVwIj48dHI+PHRkIGNsYXNzPSJ0d3BvcHVwLWVudHJ5dGl0bGUiPkdyb3Vwczo8L3RkPjx0ZD51c2VyPGJyIC8+YnVyZWF1Y3JhdDxiciAvPnN5c29wPGJyIC8+PC90ZD48L3RyPjwvdGFibGU+] (talk | contribs) (Created page with "TWTriggerAIEcologySlain should be used on AIs spawned by a TWTrapAIEcology that vanish when slain (like elementals). This script informs the AIEc...")
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TWTriggerAIEcologySlain should be used on AIs spawned by a TWTrapAIEcology that vanish when slain (like elementals). This script informs the AIEcology that the AI has been removed as soon as it is slain, and it does not attempt any despawn behaviour on its own.

If you do not want to remove the corpses of slain AIs, you can use this instead of TWTriggerAIEcologyDespawn, but note that you will be using up object IDs if you do so.

To remove AIs that leave a corpse when they are slain, use TWTriggerAIEcologyDespawn instead.

Design Note Parameters

This script does not support any additional arguments in Editor -> Design Note beyond those given in TWBaseScript and TWBaseTrigger documentation.

See also


Authors

  • gravatar The Watcher [userbureaucratsysopPHRhYmxlIGNsYXNzPSJ0d3BvcHVwIj48dHI+PHRkIGNsYXNzPSJ0d3BvcHVwLWVudHJ5dGl0bGUiPkdyb3Vwczo8L3RkPjx0ZD51c2VyPGJyIC8+YnVyZWF1Y3JhdDxiciAvPnN5c29wPGJyIC8+PC90ZD48L3RyPjwvdGFibGU+]