Level Editor/Entities/Boss Spawn

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Boss Spawn
Made with Functional > Boss Spawn
What it is Where a team's boss creature stands, and how tough it is
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

  1. Choose Functional > Boss Spawn.
  2. Click where the boss stands. It faces the arrow drawn at its feet; turn it with the Rotate tool.
  3. Set its team, health, arena and creature in the inspector.

Inspector

Setting Type Default What it does
Team Number 1 The team whose base it guards. 0 belongs to no team.
Max Health hp, 100 or more 27000 Its health. The default is sized for a whole team: twelve players firing steadily bring it down in about fifteen seconds.
Regen Per Second hp/s 30 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.
Regen Delay Seconds 6 How long it must go unhurt before it starts to heal.
Arena Zone Text empty The Trigger Name of the zone that is the boss's arena. Empty for none.
Creature List Sar'Thuun Which boss creature it is. See Sar'Thuun for its attacks.
Team Differs Per Side Check box On 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.

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