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OP Doors Entity Spawner

ShadowVersion 2 (Current)Version 1INFORMATIONAttackJumpscareDamage 0ADDITIONAL INFORMATIONDate AddedAugust 10th, 2022Creator(s)Lightning_SplashSOUND FILESJumpscare is an entity that can appear when the player enters a new room in the Hotel. It is one of the rarest entities that can be encountered in the Hotel.

OP Doors Entity Spawner

When Shadow's jumpscare activates, a loud, rough sound plays, the lights flicker, and the entity can be seen for around half a second before disappearing. There is roughly a (1/2,000) chance for Shadow to appear on the other side of a recently opened door.

Zombies spawned from a monster spawner are never zombie villagers in Java Edition, although zombie monster spawners in Bedrock Edition are able to produce them. Zombies spawn from monster spawners inside 50% of dungeons.

If they attack an entity while burning, they may set it on fire, with a (30regional difficulty)% chance and with a 2floor (regional difficulty) second duration. If wearing armor enchanted with Thorns while burning, they may set players attacking them on fire with thorns damage alone.

Up to 10% of zombies (depending on regional difficulty) in pursuit of a target bang on closed wooden doors and on Hard (and Hardcore) difficulty can succeed in breaking them down. Otherwise, the door cracks but does not break.

It has almost a maze like structure to it, leading to a bunch of dead ends, loops and doors. The foggy yellow lights and repeating doors can allow you to get lost through the map. There is also an alarm system, much like Level 6. It causes loud alarms to go off, and the once yellow lights to flash red, leaving a more tense atmosphere. There are a few arrows scribbled in a black substance, like Level 0, that help you navigate throughout.

Use glowing doors or buttons to tell the players "Go here to advance" or "Press me to advance". You can make props (the doorway to the next part of the map) glow so it's easy for players to find their way through your map.

Then we have OnSpawnsReset(). This is called just before the round resets. This gives the map time to reset the player and enemy spawns to its original state. Here we Disable every entity whose targetname starts with wave_ and enable only the first wave for enemies. You can do the same for CT spawns. Multiple CT spawns are used in bigger levels so that the players don't have to walk from their first spawn to the point where one player died.EntFire is used for I/O like in Hammer, but here we don't need to specify an output. Normally, the output defines "when" an input should be fired, but in VScript, that point in time is when the EntFire line is executed. For example EntFire( "wave_*", "SetDisabled", "", 0 ) fires the input SetDisabled to all entities starting with "wave_", with an empty parameter override ("") and no delay (0).

Secondly, if you have a hostage_entity in the map, the players can win the map by bringing it to a func_hostage_rescue.If you want the players to win by getting to an end point you'll have to use a game_round_end. Create a trigger at the end of your map with the output:

When you attach an entity to a vehicle or a pedestrian, you'll have your choice of Bones to attach them to. For Pedestrians, "bone" is meant fairly literally, like skull, arm, chest; for vehicles it means various component parts.

Attaching objects to wheels will make them spin, and attaching objects to parts that break off (like a bumper) will make that entity fall off along with the part. Experiment around and see what's the best fit for your project.

What is "Object Spooner"?\nObject Spooner is simply the map-making feature of Menyoo PC, a single player trainer/mod menu for Grand Theft Auto V. But over the past year it has grown into much more than that.\nYou can use Object Spooner to build entire interiors:\n\nOr custom vehicles with props attached:\n\nOr dynamic scenarios involving moving objects, pedestrians, and animations:\n\nOr a combination of any of the above for movie making:\n\nI have used Object Spooner for over a year now, and have been an alpha tester for half that time. In this tutorial I will start at the ground level and teach you everything you need to know, from the absolute basics to stuff I just figured out yesterday. Object Spooner is the most powerful and versatile map making tool that exists for GTA V. I hope that by reading this you'll be inspired to pick it up and eventually make something creative of your own!\nOne last thing before we get started: if you're not a native English speaker, "Object Spooner" is simply a play on the words "Object Spawner," just as "Menyoo" is a play on "Menu."\nThe Basics\nFirst you'll need to install Menyoo. This is as simple as downloading it, placing the contents of the rar in your game directory along with a copy of Script Hook V. You will always need the most current copy of the game and of Script Hook V.\nNow start your game and press F8 (or whatever hotkey you assign) to open it. Menyoo has full controller support so you can also press Right Button + Left on the d-pad (or its equivalent) as a shortcut.\nScroll down to Object Spooner, and let's get started.\n\nEverything in Object Spooner can be done via menu trees while you're walking around in the game world like you normally would. Or, you can enter "Spooner Mode" which is an aerial camera view with a cross hair.\n\n\nSpooner Mode is generally easier to use, so we'll start with that. First, let's spawn something.\n\nIn GTA V modding, "Entity" is an umbrella term for objects, pedestrians, and vehicles. Let's spawn an object.\n\nThat's a huge list, 8,000+ objects. Way too many to sort through, so let's use the search feature and type in "chair"\n\nA much more manageable 160 results. And since Spooner Mode has a built in object preview, we can scroll through the list and look at our choices.\n\nLook for a button prompt to add an object you like to your Favorites. There's also an option to do this in the property menu, which we'll open in just a second.\nWhen your object is in position, press A (gamepad) or Enter (keyboard) to place it on the ground where we've pointed the crosshairs.\n\nNow, there are two different ways you can interact with objects you've already spawned. The first is by using the same system of menus we used to spawn the object. Simply go back to the main Object Spooner menu, and select Manage Entity Database. You'll see a list of objects you've spawned, and a blue arrow will point to whichever one you highlight. Select an object to open the properties menu.\n\nOR, you can use Spooner Mode to select objects with your controller/mouse. Now, this might be a little confusing at first, but to use Spooner Mode this way you have to switch it on and then exit out of Menyoo entirely.\n\nDon't think too hard about it, just do it. And one you've closed Menyoo, you'll find that when you move your crosshairs over an object (and the crosshairs turn green), this dialogue box appears:\n\nWe're just learning the basics now, so "Open property menu" is the only one we'll concern ourselves with.\nMoving Things Around\nThere's a whole lot of stuff in the properties menu, a lot of which is self-explanatory. The most important feature is the one at the very bottom: Manual Placement.\n\nThis will let you move your entities into exactly the right place, with much more precision than your controller or mouse would allow you in Spooner Mode.\nThe top option in this submenu is called "Scroll Sensitivity." I recommend setting it to .1000 or .0100 for the x, y, and z axes.\n\nand 10.0000 or 1.0000 for the Pitch, Roll, and Yaw axes.\n\nVehicles and Pedestrians\nVehicles and peds can be placed just as easily as objects in the Spawn Entity menu.\n\n\nDeletion\nDeleting individual objects individually is as easy as going to Manage Entity Database, hovering over the name of an object you want to delete, and pressing X button.\n\nAlternately, you can select the object and delete it from the Property Menu. In Spooner Mode, you can move the cursor over the object (look for the cursor to turn green) and press D-pad Left. I don't recommend this last option, as it can sometimes be hard to tell what the cursor is selecting when you do this, and you may inadvertantly delete something you want to keep. There is no "undo" button in Menyoo.\nTo delete everything in your database, go to the Removal option at the top of the Manage Entity Database menu. Delete All Entities in Database will take care of everything except markers (and we haven't dealt with those yet).\n\n\nSaving and Loading\nLet's pretend that the random smattering of crap we've just laid down is a masterpiece that we want to share with others or continue to work on later. Menyoo's Load/Save options are in the Object Spooner menu under Manage Save Files.\n\n\nThe Waypoint is the point you will be automatically teleported to when you load your map. If you're not using Spooner Mode, you'll have the option to set it to the coordinates you're standing on.\nNow whenever you want to load your file for later, just go to Object Spooner > Manage Saved Files > [whatever you named your file]. Then click Load Placements.\n\n\nand voila...\n\nYour map is loaded. (Plus, if your map contains certain kinds of chairs, the game will spawn peds sitting in them! Consider it a bonus).\nYou can also use the Load menu to change attributes of your file, such as changing the Reference Point to your character's position, or setting a default Weather to load when the map is loaded.\n\nSpooner files use the .xml extension. To access your map file, go to [game directory]/MenyooStuff/Spooner\nThat's all for this introductory lesson, but in the next couple updates I'll get into the meat of what makes Menyoo able to do so much stuff that other mods can't: the Attachment menu. Plus all sorts of other stuff. These posts won't be as pic-heavy once we've got the basics out of the way, I promise.\nI'll be able to take questions after I finish all the posts I have planned, because the questions people will ask are probably covered in there. And I've got a ton of stuff to unload here. In the meantime, check out my Youtube channel for some more examples of what you can do with Menyoo.\n","bookmarks":"1","tid":"64","timestamp":"1467490588742","deleted":false,"editor":"uid":"300","username":"abstractmode","userslug":"abstractmode","upvotes":5,"uid":"300","votes":5,"timestampISO":"2016-07-02T20:16:28.742Z","editedISO":"2016-07-02T20:17:30.025Z","index":0,"user":"uid":"300","username":"abstractmode","fullname":"","userslug":"abstractmode","reputation":"21","postcount":"10","picture":"","signature":"","banned":false,"status":"offline","lastonline":"1662035233735","groupTitle":null,"icon:text":"A","icon:bgColor":"#607d8b","lastonlineISO":"2022-09-01T12:27:13.735Z","custom_profile_info":[],"bookmarked":false,"upvoted":false,"downvoted":false,"selfPost":false,"display_edit_tools":false,"display_delete_tools":false,"display_moderator_tools":false,"display_move_tools":false,"display_post_menu":0},"edited":"0","downvotes":0,"replies":"users":["uid":"329","username":"ChOcOsKiZo","userslug":"chocoskizo","picture":"","icon:text":"C","icon:bgColor":"#f44336","status":"offline","administrator":false,"banned":false,"banned_until":0,"banned_until_readable":"Not Banned","email:confirmed":false,"uid":"6638","username":"DarthPungz","userslug":"darthpungz","picture":"","icon:text":"D","icon:bgColor":"#827717","status":"offline","administrator":false,"banned":false,"banned_until":0,"banned_until_readable":"Not Banned","email:confirmed":false],"timestampISO":"2016-07-05T20:57:52.244Z","count":2,"pid":"839","content":"Dynamic and Non-Dynamic\nAs mentioned above, the properties menu has plenty of options, most of which are self-explanatory or can be explored with a little trial and error. There are a few, though, that warrant special explanation.\n"Dynamic" means that an object can be moved or otherwise influenced by the physics of the gameworld. Non-dynamic objects are frozen in place. (Some trainers call this "Static" but since Menyoo uses a toggle switch, there is no set word for the opposite of "Dynamic." So "Non-Dynamic" is what I'll go with here.)\nSetting something to Non-Dynamic is the only way it can be moved above ground level with Manual Placement. This goes for Vehicles and Pedestrians too.\n\n\nHowever, you might want to change something's status while you're working. Different types of entities have different reactions to this and it might be confusing at first.\nPedestrians are easy. Set them as Dynamic and they'll instantly fall to the ground.\n\nVehicles, on the other hand, require some kind of contact with the outside world before they will fall into place. The easiest way to do this is to walk right into them.\n\nObjects will behave the same way as vehicles, with one exception. Some of them will fall to the ground, while others will fall through the ground.\n\nBye bye, chair.\nOther items will move around disproportionately for their size (example: a ramp, when driven onto, will just scoot away). For this reason it's a good idea to keep objects Non-Dynamic unless it's an object made to be crashed into or knocked over, like a mailbox or explosive barrel. For an idea of what kind of props work in this way, go into Director Mode's "Scene Creator" and look at the "dynamic" prop category.\nYou can set whether objects will spawn as Dynamic in the Object Spooner Settings menu.\n\nCollision\nAnother entity property worth briefly explaining is Collision. Collision simply means whether you can move through something.\n\nTurn it off, and...\n\nEasy! This works for vehicles and pedestrians too. However, pedestrians will need to be Non-Dynamic before their Collision is turned off. Otherwise they'll fall right through the ground like the chair in the previous example.\nThis stuff will be a little more relevant once we get through the next installment: Attaching Entities. (That'll be the fun one. Trust me).\n","tid":"64","timestamp":"1467748632419","deleted":false,"editor":null,"upvotes":7,"uid":"300","votes":7,"timestampISO":"2016-07-05T19:57:12.419Z","editedISO":"","index":1,"user":"uid":"300","username":"abstractmode","fullname":"","userslug":"abstractmode","reputation":"21","postcount":"10","picture":"","signature":"","banned":false,"status":"offline","lastonline":"1662035233735","groupTitle":null,"icon:text":"A","icon:bgColor":"#607d8b","lastonlineISO":"2022-09-01T12:27:13.735Z","custom_profile_info":[],"bookmarked":false,"upvoted":false,"downvoted":false,"selfPost":false,"display_edit_tools":false,"display_delete_tools":false,"display_moderator_tools":false,"display_move_tools":false,"display_post_menu":0,"pid":"874","uid":"329","tid":"64","content":"@abstractmode great tutorail thanks \n","timestamp":"1467752272244","editor":null,"edited":"0","deleted":false,"toPid":"839","upvotes":1,"downvotes":0,"votes":1,"timestampISO":"2016-07-05T20:57:52.244Z","editedISO":"","index":2,"parent":"username":"abstractmode","user":"uid":"329","username":"ChOcOsKiZo","fullname":"","userslug":"chocoskizo","reputation":"115","postcount":"163","picture":"","signature":"Yeah you're right , i'm a noob\nWanna See My Work...? Click Here \n","banned":false,"status":"offline","lastonline":"1487447376030","groupTitle":null,"icon:text":"C","icon:bgColor":"#f44336","lastonlineISO":"2017-02-18T19:49:36.030Z","custom_profile_info":[],"bookmarked":false,"upvoted":false,"downvoted":false,"replies":"users":[],"timestampISO":"","count":0,"selfPost":false,"display_edit_tools":false,"display_delete_tools":false,"display_moderator_tools":false,"display_move_tools":false,"display_post_menu":0,"downvotes":0,"edited":"0","pid":"959","content":"Attaching Objects to Vehicles\nThis is where we get into the interesting stuff. Let's say you find an interesting prop. Like, say, this snowy digger bucket from the prologue,\n\nLet's throw this onto a vehicle and make a snowplow.\nFirst spawn a vehicle you want to customize. I'm going to use the Tipper dumptruck.\n\nSelect the prop, and go to the next to last option in the Property Menu, Attachment Options. Select "Attach to Something" and then pick your vehicle out of the list of spawned entities.\n\n\nThis will attach it to the dead center of the vehicle.\n\nWe want it to be at the front, so we'll adjust the Y axis to move it forward, and the Z axis to get it at the right height. You can use the other axes to change its rotation.\n\nThere we go.\nWhen you attach an entity to a vehicle or a pedestrian, you'll have your choice of Bones to attach them to. For Pedestrians, "bone" is meant fairly literally, like skull, arm, chest; for vehicles it means various component parts.\nThe default bone is the Bodyshell. This is what your object will be attached to when you first attach it. To change bones, you can highlight "Bone" on the Attachment menu.\n\nEither press left or right to use it as a slider, or you can click on it to get a full list of Bones. The list is very comprehensive so there's no guarantee that all of them will work.\n\nI've made tons of these vehicles and 99% of the time I attach everything to the Bodyshell bone. You can adjust the position of your attachments all you want, so there's no need to select the part that's closest; just attach it to Bodyshell and move it where it needs to go (this also makes it easy to line up multiple items that you attach).\nAttaching objects to wheels will make them spin, and attaching objects to parts that break off (like a bumper) will make that entity fall off along with the part. Experiment around and see what's the best fit for your project.\nLet's look at how our snowplow turned out:\n\nAlmost there. As you can see, the prop we've attached is too low and is clipping through the ground. "Clipping" is the term for a 3d object passing through another 3d object (in this case, the ground) when it shouldn't.\nThe bucket looked fine in the picture above, so what happened? As it turns out, vehicles get lower to the ground when a passenger is inside. So when you're attaching things to vehicles you should take that into account. I left this in because it's an example of how unexpected things can happen when you're playing around with Object Spooner. There's never a 100% certain way to do anything; you're modding, so you're pushing the game to do things it wasn't necessarily designed to. Expect the unexpected, and roll with it.\nWhen you attach an object to something it automatically becomes Non-Dynamic, regardless of whether the box is ticked in the Property Menu. Judging by the above gif, you might think the same thing applies to Collision, but that's not necessarily true. Attachments are very unpredictable when it comes to collision; sometimes collision will work, sometimes, it won't. You can head off uncertainty by turning off Collision once you've attached an object, but there may be some uses for it that make you keep it on, such as attaching a ramp to the front of a truck.\nYou can also attach vehicles to other vehicles. This isn't something I have a lot of experience with, but a lot of modders love it. It allows you to take the styling cues of a larger vehicle and superimpose them over a smaller one. For an example of this, watch this guy's video tutorial:\n\n(Skip to 9:20 for the hot car-on-car action).\nSaving Vehicles\nWhen yo

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