PirateAntenna Definition
NPC grids can use a RadioAntenna block to spawn additional ships when an enemy player gets within the antenna's broadcast radius.
For more details, see Encounters (section Drones).
Elements
Name<Name> | Type: String | Default: null | ||||||||||||||||||
| Required. Exact HUD Text (from the block's control panel) of an NPC-owned RadioAntenna block which will become the drone spawner. If the HUD Text is blank, it will instead use the block's terminal name. When the antenna block stops working (damaged, turned off, unpowered, etc) or it's no longer owned by an NPC identity then it stops spawning. | ||||||||||||||||||||
FirstSpawnTimeMs<FirstSpawnTimeMs> | Type: Int32 | Default: 0 | ||||||||||||||||||
| Millseconds before spawning the first wave. | ||||||||||||||||||||
SpawnTimeMs<SpawnTimeMs> | Type: Int32 | Default: 0 | ||||||||||||||||||
| Milliseconds between waves. | ||||||||||||||||||||
SpawnDistance<SpawnDistance> | Type: Single | Default: 0 | ||||||||||||||||||
| How many meters away from the antenna to spawn the drones.
The RadioAntenna block's current broadcasting range is used for detecting players. | ||||||||||||||||||||
MaxDrones<MaxDrones> | Type: Int32 | Default: 0 | ||||||||||||||||||
| Required. Maximum drones at one time for this antenna. Still suceptible to world's global MaxDrones limit, as well as NPC PCU limits and EnableDrones settings. | ||||||||||||||||||||
DroneSpawnStrategy<DroneSpawnStrategy> | Type: SpawnStrategyDefinition | Default: null | ||||||||||||||||||
| Optional. Controls how drones spawn. If left null it will spawn one drone per wave. Contains more elements:
<SpawnStrategy>
<TypeName>WaveSpawn</TypeName>
<DronesPerWave>5</DronesPerWave>
<!--<InitialNumberOfDrones>0</InitialNumberOfDrones>-->
</SpawnStrategy>
(Added in SE v1.204) | ||||||||||||||||||||
SpawnGroups<SpawnGroups> | Type: String[] | Default: null | ||||||||||||||||||
| List of SpawnGroup Definition subtypeIds to spawn as the drones. Usage: <SpawnGroups>
<Group>DA_TripropAssaultDrone</Group>
<!-- ... -->
</SpawnGroups>
Each spawn will pick a random one from this list, but it's not an equal chance because the SpawnGroup def's <Frequency> will be used for weighting. Weighted random does mean that each entry's number affects the chance of all the entries, because the weight from each is added up to a total and the random number chosen is between 0 and that total. A visual example. We have 4 objects: red, green, purple, yellow, and each has its weight number: (1.0/7.5)*100, but if any other entry's number were to be changed or any object removed, then the red object's chance also changes and needs to be recalculated with the new total. | ||||||||||||||||||||
(Top) | From DefinitionBase:
Common
Id<Id> | Type: SerializableDefinitionId | Default: (invalid) | ||||||||||||||||||||||||
| The type and subtype combined make up a unique identifier for this definition. If two definitions use the same Type+Subtype (Subtypes are only unique per Type), then the last to load will override the first one(s). For more details see Things to know about SBC.
<Id>
<TypeId>CubeBlock</TypeId>
<SubtypeId>FancyTable</SubtypeId>
</Id>
Because it has attribute alternatives it can also be declared as: <Id Type="CubeBlock" Subtype="FancyTable" />
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DisplayName<DisplayName> | Type: String | Default: null | ||||||||||||||||||||||||
| If the object defined here is visible anywhere in the game GUI, this would be the name shown for it. In cases where it is used, it is very much required. Can be plain-text.
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Description<Description> | Type: String | Default: null | ||||||||||||||||||||||||
| Optional. If the object defined here is shown with a description in the game GUI (Hotbar/G-menu, HUD, etc) then this is the place to write it. Can be plain-text.
{0}, {1}, etc, then they will replaced by kb&m control binds defined in <DescriptionArgs>. | ||||||||||||||||||||||||||
DescriptionArgs<DescriptionArgs> | Type: String | Default: null | ||||||||||||||||||||||||
Optional. A comma-separated list of control IDs which are referenced in <Description> by {number} tags, which then get replaced by the keyboard or mouse bind that the viewer has for those controls.Example: <Description>Press {0} to fire, {1} to change color, {2} to interact.</description>
<DescriptionArgs>PRIMARY_TOOL_ACTION,CUBE_COLOR_CHANGE,USE</DescriptionArgs>
And each player will see their current binds for those actions. | ||||||||||||||||||||||||||
Icon<Icon> | Type: String[] | Default: null | ||||||||||||||||||||||||
| Icon(s) for the definition which may or may not be used depending on the definition type. Path to a .dds or .png file relative to current mod's folder. Falls back to game folder if not found in current mod.
Referencing assets in other mods Can be declared multiple times which will stack icons on top of eachother, however it will not work for all definitions. Known definitions to work or not work with multiple icons
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DLC<DLC> | Type: String[] | Default: null | ||||||||||||||||||||||||
| Optional. The DLC subtypeId that this definition will require. For the IDs, refer to <SE>\Content\Data\Game\DLCs.sbc. | ||||||||||||||||||||||||||
AvailableInSurvival<AvailableInSurvival> | Type: Boolean | Default: true | ||||||||||||||||||||||||
| Depends on the definition if it uses this, and if it does then this determines whether it can be accessible in survival game mode.
Currently known definitions that do use this:
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Public<Public> | Type: Boolean | Default: true | ||||||||||||||||||||||||
| If the definition is visible or accessible in some cases. For blocks, this only hides them and they can still be built using projectors and other means. | ||||||||||||||||||||||||||
EnabledEnabled (attribute[1]) | Type: Boolean | Default: true | ||||||||||||||||||||||||
If set to false it will remove the definition after it's been loaded.Example usage: <Definition Enabled="false">
The "Definition" above is the opening element that for the entire definition, not an inner node like <Component>, <Blueprint>, etc. | ||||||||||||||||||||||||||
xsi:typexsi:type (attribute[1]) | Type: string | Default: null | ||||||||||||||||||||||||
Name of an object that this definition will be deserialized as. This attribute is available on all elements and comes from the XML specification. This game relies on this attribute to change which sub-definition object is used to deserialize that element's contents. It's what allows, for example, a thruster to have unique elements (such as For more details on how this relates to the TypeId, and usage examples, see: Things to know about SBC - TypeId vs xsi:type. | ||||||||||||||||||||||||||