Spawn & Wave System

v1.0.0

GC2 Integration

Complete reference for all Visual Scripting Instructions, Conditions, and Events.

Overview

SWS provides complete integration with Game Creator 2's Visual Scripting system. All spawning, wave management, and path following can be controlled without any coding.

14
Instructions
12
Conditions
12
Events
All components are found under the Spawn Wave System category in Game Creator 2's Visual Scripting menus.

Instructions

Instructions are actions that perform spawning, wave control, and path management.

Spawning

NameDescriptionParameters
Spawn From ProfileSpawns an entity from a SpawnProfile at a specific position and rotation.
Profile: SpawnProfile to spawn
Position: World position to spawn at
Rotation: Initial rotation
Priority: Spawn priority (Critical/High/Normal/Low)
Spawn At PointSpawns an entity at a SpawnPoint, using the point's configuration.
Spawn Point: Target SpawnPoint component
Profile Override: Optional profile (uses point's default if null)
Priority: Spawn priority
Spawn On PathSpawns an entity and immediately starts path following.
Profile: SpawnProfile to spawn
Path Anchor: Starting PathAnchor for the path
Path Config: Optional PathFollower configuration
Priority: Spawn priority
Despawn EntityReturns an entity to the pool or destroys it if not pooled.
Entity: Target entity GameObject
Despawn AllDespawns all active entities, optionally filtered by wave.
Only From Waves: Only despawn wave-spawned entities
Wave Index: Specific wave index (-1 for all)

Waves

NameDescriptionParameters
Start Wave SequenceBegins playing a wave sequence from the start.
Wave Controller: Target WaveController
Start WaveStarts a specific wave by index.
Wave Controller: Target WaveController
Wave Index: Wave index to start (0-based)
Pause WavePauses the current wave, stopping all spawning.
Wave Controller: Target WaveController
Resume WaveResumes a paused wave.
Wave Controller: Target WaveController
Skip WaveCompletes the current wave and advances to the next.
Wave Controller: Target WaveController
Despawn Remaining: Despawn remaining entities from skipped wave
Stop SequenceStops the entire wave sequence.
Wave Controller: Target WaveController
Despawn All: Despawn all active entities

Paths

NameDescriptionParameters
Set Entity PathAssigns a path to an entity's PathFollower component.
Entity: Target entity GameObject
Path Anchor: Starting PathAnchor
Path Config: Optional PathFollower settings
Start Path FollowingBegins path movement on an entity.
Entity: Target entity with PathFollower
Pause Path FollowerPauses path movement.
Entity: Target entity with PathFollower
Resume Path FollowerResumes paused path movement.
Entity: Target entity with PathFollower

Conditions

Conditions are checks used in Triggers and control flow to query wave and entity states.

Wave Conditions

NameDescriptionParameters
Is Wave ActiveReturns true if a wave is currently running (spawning or waiting for defeats).
Wave Controller: Target WaveController
Is Wave CompleteReturns true if the current wave's end condition has been met.
Wave Controller: Target WaveController
Is Sequence CompleteReturns true if all waves in the sequence have been completed.
Wave Controller: Target WaveController
Is SpawningReturns true if entities are actively being spawned.
Wave Controller: Target WaveController
Is Wave PausedReturns true if the current wave is paused.
Wave Controller: Target WaveController
Wave Index CompareCompares the current wave index to a value.
Wave Controller: Target WaveController
Comparison: Equals, Greater, Less, etc.
Value: Index to compare against

Entity Conditions

NameDescriptionParameters
Is Entity AliveReturns true if the entity is alive and tracked.
Entity: Target entity GameObject
Is Entity From WaveReturns true if the entity was spawned by the wave system.
Entity: Target entity GameObject
Entity Count CompareCompares the number of active entities to a value.
Comparison: Equals, Greater, Less, etc.
Value: Count to compare against
Profile Filter: Optional profile to filter by
Is Resource HarvestedReturns true if a resource entity has been harvested.
Entity: Target resource entity

Path Conditions

NameDescriptionParameters
Is On PathReturns true if an entity is actively following a path.
Entity: Target entity with PathFollower
Has Reached WaypointReturns true if the entity has reached a specific waypoint index.
Entity: Target entity with PathFollower
Waypoint Index: Index to check (0-based)
Path Progress CompareCompares path completion percentage.
Entity: Target entity with PathFollower
Comparison: Equals, Greater, Less, etc.
Value: Percentage (0-1) to compare

Events

Events are triggers that fire when specific spawning or wave actions occur.

Wave Events

NameDescriptionParameters
On Wave StartedTriggered when a wave begins spawning. Target is the WaveController.
Wave Controller: WaveController to listen to
On Wave CompletedTriggered when all entities in a wave are defeated. Target is the WaveController.
Wave Controller: WaveController to listen to
On Sequence CompletedTriggered when the entire wave sequence finishes. Target is the WaveController.
Wave Controller: WaveController to listen to
On Spawning CompleteTriggered when all entities for a wave have spawned (before defeats).
Wave Controller: WaveController to listen to

Entity Events

NameDescriptionParameters
On Entity SpawnedTriggered when any entity is spawned. Self is the spawned entity.None
On Entity DefeatedTriggered when an entity is defeated. Target is the defeated entity.
Entity: Optional specific entity to watch
On Entity DespawnedTriggered when an entity returns to pool. Target is the entity.
Entity: Optional specific entity to watch
On Resource HarvestedTriggered when a resource entity is harvested.
Entity: Resource entity to watch
On Resource RespawnedTriggered when a resource entity respawns after cooldown.
Entity: Resource entity to watch

Path Events

NameDescriptionParameters
On Path CompletedTriggered when an entity reaches the end of its path.
Entity: Entity with PathFollower to watch
On Waypoint ReachedTriggered when an entity reaches any waypoint along its path.
Entity: Entity with PathFollower to watch
On Obstacle DetectedTriggered when a PathFollower detects an obstacle blocking movement.
Entity: Entity with PathFollower to watch