| Boss Spawn
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| Made with
|
Functional > Boss Spawn
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| What it is
|
Where a team's boss creature stands, and how tough it is
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| In the game
|
Yes, it is exported with the map
|
A Boss Spawn places a boss: a large creature that guards a team's base, for modes where the teams fight over each other's boss. The boss is level content: it stands in the map whether or not the gamemode mentions it, and the mode decides what killing it means.
Placing one
- Choose Functional > Boss Spawn.
- Click where the boss stands. It faces the arrow drawn at its feet; turn it with the Rotate tool.
- Set its team, health, arena and creature in the inspector.
Inspector
| Setting
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Type
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Default
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What it does
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| Team
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Number
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1
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The team whose base it guards. 0 belongs to no team.
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| Max Health
|
hp, 100 or more
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27000
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Its health. The default is sized for a whole team: twelve players firing steadily bring it down in about fifteen seconds.
|
| Regen Per Second
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hp/s
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30
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Health it gives itself back each second once nothing has hurt it for Regen Delay, up to its maximum. 0 never heals. At the default a full heal takes fifteen minutes.
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| Regen Delay
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Seconds
|
6
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How long it must go unhurt before it starts to heal.
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| Arena Zone
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Text
|
empty
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The Trigger Name of the zone that is the boss's arena. Empty for none.
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| Creature
|
List
|
Sar'Thuun
|
Which boss creature it is. See Sar'Thuun for its attacks.
|
| Team Differs Per Side
|
Check box
|
On
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A Mirror Node's copy belongs to the other team. Untick it for a boss both halves share.
|
In a script
api.bosses lists every boss; _entity_damaged and _entity_died report what happens to them; api.entity_zone gives a boss's arena. The client HUD can show both bosses with the boss_health widget. See Bosses.