Semi-automatically generated modding documentation for Barotrauma

SpawnAction

Spawns an entity (e.g. item, NPC, monster).

Attributes

Attribute Type Default value Description
SpeciesName Identifier ”” Species name of the character to spawn.
NPCSetIdentifier Identifier ”” Identifier of the NPC set to choose from.
NPCIdentifier Identifier ”” Identifier of the NPC.
LootingIsStealing bool true Should taking the items of this npc be considered as stealing?
ItemIdentifier Identifier ”” Identifier of the item to spawn.
TargetTag Identifier ”” The spawned entity will be assigned this tag. The tag can be used to refer to the entity by other actions of the event.
TargetInventory Identifier ”” Tag of an entity with an inventory to spawn the item into.
SpawnLocation SpawnLocationType Any Where should the entity spawn? This can be restricted further with the other spawn point options.
SpawnPointType SpawnType Human Type of spawnpoint to spawn the entity at. Ignored if SpawnPointTag is set.
SpawnPointTag Identifier ”” Tag of a spawnpoint to spawn the entity at.
TeamID CharacterTeamType FriendlyNPC Team of the NPC to spawn. Only valid when spawning a character.
RequireSpawnPointTag bool false Should we spawn the entity even when no spawn points with matching tags were found?
AllowDuplicates bool true If false, we won’t spawn another character if one with the same identifier has already been spawned.
Amount int 1 Number of entities to spawn.
Offset float 100 Random offset to add to the spawn position.
TargetModuleTags string ”” What outpost module tags does the entity prefer to spawn in.
IgnoreByAI bool false Should the AI ignore this item. This will prevent outpost NPCs cleaning up or otherwise using important items intended to be left for the players.
AllowInPlayerView bool true If disabled, the action will choose a spawn position away from players’ views if one is available.