Headless Horseman Spawn System?

NoodleCollie

Stoat fiend
aa
Jul 30, 2009
383
335
I'm just looking at possible ways to spawn the HHH in custom maps and I downloaded a prefab from this site which includes entity_spawn_points to spawn a headless_hatman after a certain amount of time. However, I'm looking more for a system which spawns the horseman depending on what area the players are in (detected by triggers) - would a better system for this use point_templates and a logic_timer? The prefab also includes two prop_dynamics which are the horseman and his axe, which don't seem to be named or do anything but I don't know whether or not they're relevant. Can anyone clarify?
 

BrainInBlack

L1: Registered
Feb 8, 2011
33
12
The prop_dynamics are there for precaching and there should be some ambient_generics for sound precaching. If not, you get some errors in the console.

For the more controlled spawn, you should modify the respawn_time to an insane amount like 50000 or more and reduce the respawn_time over a trigger or what ever you want.
 

NoodleCollie

Stoat fiend
aa
Jul 30, 2009
383
335
Ah, that makes sense.

The thing is that I was planning on having the Horseman spawn in different places depending on where the players were. I've been thinking the trigger idea wasn't too practical and instead I thought that I'd have spawn points enabled and disabled depending on which control points were active, since the players' locations will be fairly predictable based on this. Are you able to enable/disable entity_spawns or is that something that point_templates should be used for?