SpawnMonster

From Wiki G1R-MP G1 Remake Multiplayer
Jump to navigation Jump to search

spawnMonster

IMPROVED FROM UPDATE 0.1.2
This function is available in earlier releases and has corrected or expanded behavior in G1R:MP 0.1.2 and later. The contract below describes the updated behavior.

Creates a server-owned monster and replicates it to interested players.

Syntax

string|false spawnMonster(string type, number x, number y, number z [, number yaw = 0] [, table options])

Parameters

Name Type Required Description
type string yes A stable type key from Monster type catalog.
x number yes World X coordinate in metres.
y number yes World Y coordinate in metres.
z number yes World Z coordinate in metres.
yaw number no Initial yaw in degrees.
options table no Optional table. Set aggressive to false to create a passive monster. Set navigationCollisionMode to "combined", "builtin", or "custom"; the default is "combined".

Returns

Returns the new opaque monster identifier string, or false when validation or spawning fails.

Examples

Spawn a passive scavenger:

local monsterId = spawnMonster("scavenger", 15.0, -4.5, 2.0, 90, {
    aggressive = false,
    navigationCollisionMode = "combined",
})
if monsterId then
    outputDebugString("Spawned monster " .. monsterId)
end

Notes

  • Available only in server-side resource scripts.
  • The server owns identity, AI state, targeting, health, damage, relevance, and late-join replication.
  • The selected navigation collision mode is applied to initial placement. Pass it during spawn when replacing a known baked false positive with custom blockers.
  • Spawning an unsupported type or exceeding the server monster limit returns false.
  • See Monster type catalog for every currently supported type key.