russian armor

Issues spawning and de-spawning one entity from another.

4 Dec 2020, 15:10 PM
avatar of Moocats

Posts: 71

I wanted a constructed entity (entity A) to spawn another entity (entity B) when construction of A was completed.

To achieve this, I simply added:

spawn_entity\ entity_blueprint : Link to Entity B ebps here with a duration of 9999.

So great, it does indeed spawn Entity B when construction is complete.

As a sidenote, I also tried adding spawn_item directly under action_apply_ext \ actions and that works too.

However, the problem is the spawned entity B doesn't seem to attach or be bound to entity A, meaning that if entity A is destroyed B remains.

Under advice I had a look at the retreat point ability and so far as I was able to tell, the ability when toggled on spawns the retreat point and the marker entity but there's no clear indication of de-spawning mechanics inferring that the spawned entity only exists for as long as the ability is active and upon toggling off the perquisite the entity can not exist and thus doesn't.

Yet it seems to work differently when an entity spawns another automatically.

Am I missing something here? Thanks.
6 Dec 2020, 09:52 AM
avatar of RagnarTheGamer
Master Modmaker Badge

Posts: 317

What you could try is adding a filter action to the death action of entity A that would target your entity B and destroyed it like that.
1 user is browsing this thread: 1 guest
Master League 2 - Day 1
Event in Progress


unknown 88
unknown 52
United States 48

Ladders Top 10

  • #
    Steam Alias
Data provided by Relic Relic Entertainment

Replay highlight

  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

264 users are online: 264 guests
26 posts in the last 24h
184 posts in the last week
1136 posts in the last month
Registered members: 38945
Welcome our newest member, Bruglerd
Most online: 1221 users on 25 Feb 2020, 12:03 PM