Conditional spawning
WorldConditional objects compare their world key against the disable flag and may delay appearance; spring/drop branches affect later hiding. Random-spawn instances combine a percentage roll with authored theme, biome, lava and elevation gates. One-shot prefab spawners remember a per-object spawn flag. Trigger spawners require elapsed network minutes, chance and population capacity, then roll levels sequentially. Spawn abilities can begin on authored awake activation or explicit setup; they choose count with an exclusive integer upper bound (equal bounds return that count), resolve target/path/height and optional global caps, then can inherit level, tame command and attack data. Damage callbacks and range triggers initiate their specific spawners. Event zones select the local overlapping event name. Ragdolls save the already-rolled CharacterDrop list at setup when dropItems is enabled, then release that saved list on owner-authoritative removal; they do not reroll loot at removal.
Random Spawn configuration 19
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Random Spawn configuration 20
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Random Spawn configuration 21
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Random Spawn configuration 22
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Random Spawn configuration 23
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Random Spawn configuration 24
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Random Spawn configuration 25
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Random Spawn configuration 26
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Random Spawn configuration 27
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Random Spawn configuration 28
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Random Spawn configuration 29
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Random Spawn configuration 30
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Random Spawn configuration 31
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Random Spawn configuration 32
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Random Spawn configuration 33
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Random Spawn configuration 34
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Random Spawn configuration 35
Rows 1–4 of 6Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

