----------------------------------------------------------- --spawns random bad guys from each maelstrom object destroyed ----------------------------------------------------------- local maxToSpawn = 3 local chanceToSpawn = 4 local enemyType1 = 7815 local enemyType2 = 6789 local enemyType3 = 6806 --[[function onStartup(self) print("starting up") end--]] function onDie(self, msg) local pos = self:GetPosition().pos local config = { {"tetherRadius", 120 }, {"aggroRadius", 100}, {"wanderRadius", 70 }} local spawnThisType = math.random(chanceToSpawn) local spawnThisMany = math.random(maxToSpawn) --print("spawnThisMany = " .. spawnThisMany) if spawnThisType == 1 or spawnThisType == 2 then --print("spawning ronin") for i =1, spawnThisMany do RESMGR:LoadObject { objectTemplate = enemyType1 , x = pos.x , y = pos.y , z = pos.z , owner = self,configData = config } end elseif spawnThisType == 3 then --print("spawning pirates") for i = 1, spawnThisMany do RESMGR:LoadObject { objectTemplate = enemyType2 , x = pos.x , y = pos.y , z = pos.z , owner = self,configData = config } end elseif spawnThisType == 4 then --print("spawning ape") --for i = 1, spawnThisMany do RESMGR:LoadObject { objectTemplate = enemyType3 , x = pos.x , y = pos.y , z = pos.z , owner = self,configData = config } end --[[RESMGR:LoadObject { objectTemplate = 7815 , x = pos.x +2, y = pos.y , z = pos.z +2, owner = self,configData = config } RESMGR:LoadObject { objectTemplate = 7815 , x = pos.x -2, y = pos.y , z = pos.z -2, owner = self,configData = config }--]] end