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
| Name | Description | Parameters |
|---|---|---|
| Spawn From Profile | Spawns 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 Point | Spawns 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 Path | Spawns 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 Entity | Returns an entity to the pool or destroys it if not pooled. | Entity: Target entity GameObject |
| Despawn All | Despawns all active entities, optionally filtered by wave. | Only From Waves: Only despawn wave-spawned entities Wave Index: Specific wave index (-1 for all) |
Waves
| Name | Description | Parameters |
|---|---|---|
| Start Wave Sequence | Begins playing a wave sequence from the start. | Wave Controller: Target WaveController |
| Start Wave | Starts a specific wave by index. | Wave Controller: Target WaveController Wave Index: Wave index to start (0-based) |
| Pause Wave | Pauses the current wave, stopping all spawning. | Wave Controller: Target WaveController |
| Resume Wave | Resumes a paused wave. | Wave Controller: Target WaveController |
| Skip Wave | Completes the current wave and advances to the next. | Wave Controller: Target WaveController Despawn Remaining: Despawn remaining entities from skipped wave |
| Stop Sequence | Stops the entire wave sequence. | Wave Controller: Target WaveController Despawn All: Despawn all active entities |
Paths
| Name | Description | Parameters |
|---|---|---|
| Set Entity Path | Assigns a path to an entity's PathFollower component. | Entity: Target entity GameObject Path Anchor: Starting PathAnchor Path Config: Optional PathFollower settings |
| Start Path Following | Begins path movement on an entity. | Entity: Target entity with PathFollower |
| Pause Path Follower | Pauses path movement. | Entity: Target entity with PathFollower |
| Resume Path Follower | Resumes 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
| Name | Description | Parameters |
|---|---|---|
| Is Wave Active | Returns true if a wave is currently running (spawning or waiting for defeats). | Wave Controller: Target WaveController |
| Is Wave Complete | Returns true if the current wave's end condition has been met. | Wave Controller: Target WaveController |
| Is Sequence Complete | Returns true if all waves in the sequence have been completed. | Wave Controller: Target WaveController |
| Is Spawning | Returns true if entities are actively being spawned. | Wave Controller: Target WaveController |
| Is Wave Paused | Returns true if the current wave is paused. | Wave Controller: Target WaveController |
| Wave Index Compare | Compares the current wave index to a value. | Wave Controller: Target WaveController Comparison: Equals, Greater, Less, etc. Value: Index to compare against |
Entity Conditions
| Name | Description | Parameters |
|---|---|---|
| Is Entity Alive | Returns true if the entity is alive and tracked. | Entity: Target entity GameObject |
| Is Entity From Wave | Returns true if the entity was spawned by the wave system. | Entity: Target entity GameObject |
| Entity Count Compare | Compares 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 Harvested | Returns true if a resource entity has been harvested. | Entity: Target resource entity |
Path Conditions
| Name | Description | Parameters |
|---|---|---|
| Is On Path | Returns true if an entity is actively following a path. | Entity: Target entity with PathFollower |
| Has Reached Waypoint | Returns true if the entity has reached a specific waypoint index. | Entity: Target entity with PathFollower Waypoint Index: Index to check (0-based) |
| Path Progress Compare | Compares 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
| Name | Description | Parameters |
|---|---|---|
| On Wave Started | Triggered when a wave begins spawning. Target is the WaveController. | Wave Controller: WaveController to listen to |
| On Wave Completed | Triggered when all entities in a wave are defeated. Target is the WaveController. | Wave Controller: WaveController to listen to |
| On Sequence Completed | Triggered when the entire wave sequence finishes. Target is the WaveController. | Wave Controller: WaveController to listen to |
| On Spawning Complete | Triggered when all entities for a wave have spawned (before defeats). | Wave Controller: WaveController to listen to |
Entity Events
| Name | Description | Parameters |
|---|---|---|
| On Entity Spawned | Triggered when any entity is spawned. Self is the spawned entity. | None |
| On Entity Defeated | Triggered when an entity is defeated. Target is the defeated entity. | Entity: Optional specific entity to watch |
| On Entity Despawned | Triggered when an entity returns to pool. Target is the entity. | Entity: Optional specific entity to watch |
| On Resource Harvested | Triggered when a resource entity is harvested. | Entity: Resource entity to watch |
| On Resource Respawned | Triggered when a resource entity respawns after cooldown. | Entity: Resource entity to watch |
Path Events
| Name | Description | Parameters |
|---|---|---|
| On Path Completed | Triggered when an entity reaches the end of its path. | Entity: Entity with PathFollower to watch |
| On Waypoint Reached | Triggered when an entity reaches any waypoint along its path. | Entity: Entity with PathFollower to watch |
| On Obstacle Detected | Triggered when a PathFollower detects an obstacle blocking movement. | Entity: Entity with PathFollower to watch |