sr_crow_spawner
sr_crow_spawner periodically spawns crow server objects at configured patrol paths while the total crow count on the
level is below a limit.
Use one active crow spawner per level unless the level intentionally needs multiple independent spawn sets.
Parameters
max_crows_on_level
Type: number. Optional. Default: 16.
Maximum allowed registry.crows.count before spawning is throttled.
spawn_path
Type: comma-separated strings. Optional. Default: empty string.
Patrol paths considered as crow spawn points.
The section also supports common switch fields.
Runtime behavior
On activation, the manager initializes a cooldown entry for each spawn path. On update, if enough time has passed and the current crow count is below the configured maximum, it tries the paths in random order.
A path can spawn a crow when:
- its cooldown has elapsed;
- its first patrol point is farther than 100 units from the actor.
The spawned server object section is m_crow. After a spawn, the selected path is put on a 10-second cooldown.
Runtime sequence
- Activation reads common switch fields,
max_crows_on_level, andspawn_path. - Manager activation initializes each path cooldown to
0. - On update, the manager checks the global crow count and update throttle.
- Paths are copied and tried in random order.
- A valid path creates
m_crowat patrol point0with that point’s level and game vertex ids. - Common switch fields are checked after the spawn attempt.
Example
[logic]
active = sr_crow_spawner
[sr_crow_spawner]
max_crows_on_level = 7
spawn_path = zat_crow_spawn_1, zat_crow_spawn_2, zat_crow_spawn_3
Notes
spawn_pathis parsed as a comma-separated list.- If the crow count is already at the limit, the manager waits for the crow update throttle.
- Each path uses point
0as the spawn position. - Keep spawn points away from the actor; paths within 100 units are skipped.