13 [Attribute("0.1", desc: "The % of the edge where entities are not allowed to spawn. Ignored for lenght value if m_bSpawnInRow is true as projectiles will be spawned at a set distance", params: "0 0.9")]
16 [Attribute("0.6", desc: "Distance in percentage from average lenght (width * lenght * 0.5 * m_fDistanceSpreadPercentage). If the random position is within the marge than the system will randomize a new position. It will retry a finite amount of times the higher the value the more chance it will rerandomize. Set this to 0 to simply ignore it and ranzomize", params: "0 0.9", precision: 5, category: "Projectile in barrage")]
19 [Attribute("-1", desc: "Minimal distance in meters between spawn positions. If -1 or more than the outcome of m_fDistanceSpreadPercentage then outcome of m_fDistanceSpreadPercentage will be used.", params: "-1 inf", category: "Projectile in barrage")]
22 [Attribute("0.5", desc: "Percentage of zone percentage that is considered the center. If more than 0 and m_fCenterBias is more than 0 it will randomize a value between 0 and 1 and spawn the entity within the Center zone. If it is higher or equal to m_fCenterBias than it will spawn outside of the center zone. Note for Spawn in row only width is effected by Center zone", params: "0 1")]
25 [Attribute("0.8", desc: "Percentage of chance to spawn entity in the center zone rather than in the entire zone. ignored if 1 or if m_fCenterZonePercentage is 0", params: "0 1")]
28 [Attribute("1", desc: "If true will ignore m_fSpawnBufferPercentage and spawn projectile one after each other in the lenght of the zone (widght is still randomized) the distance between projectiles is lenght / projectile amount. Can only be used with barrages")]
31 [Attribute("0", desc: "If true the direction in which the barrage is moving will alternate with each barrage. Only applicable when SpawnInRow is true")]
34 [Attribute("0.1", desc: "Similar to m_fSpawnBufferPercentage but only used on lenght when SpawnInRow is true. Will add slight variation betwen the distance of spawning transforms from current to prev. (ZSpawnPosition + (ZSpawnPosition * Math.RandomFloat(-m_fSpawnInRowLenghtVariantPercentage, m_fSpawnInRowLenghtVariantPercentage))", params: "0 0.5")]
71Print("'SCR_EffectsModulePositionData_Rectangle' with 'm_bSpawnInRow' set to true cannot be used if not 'SCR_BarrageEffectsModule'", LogLevel.ERROR);
173Print(string.Format("'SCR_EffectsModulePositionData_Rectangle' m_fCenterBias is '%1' while m_fCenterZonePercentage is '%2' both values should either be 0 (ingore center bias) or more than 0 (use center bias)", m_fCenterBias, m_fCenterZonePercentage), LogLevel.WARNING);
179Print(string.Format("'SCR_EffectsModulePositionData_Rectangle' m_fSpawnBufferPercentage + m_fCenterZonePercentage cannot exceed 1. So m_fCenterZonePercentage is decreased to %1!", m_fCenterZonePercentage), LogLevel.WARNING);