Special Profile
(used by SpecialEncounterManager)
Overview
A Special Profile defines rules for spawning rare or high-impact encounters (special enemies, minibosses, scripted threats).
It works with the SpecialEncounterManager
, which evaluates conditions and spawns specials only when rules are satisfied.
This is how you implement encounters like:
Left 4 Dead’s Special Infected (e.g., Hunter, Smoker, Tank)
Payday’s Cloakers, Bulldozers, or Shields
Boss events or ambushes triggered by game state

Properties
Max Simultaneous Specials
Global cap on how many special encounters can be alive at once.
Minimum Gap Seconds
Global cooldown between any special spawns.
Rules (List)
Ordered rules. First valid rule will attempt to spawn. Each rule includes:
• Name
Friendly label, shown in the inspector.
• Spawn Entry
Which enemy/prefab to spawn.
• Max Alive
Per-rule cap of how many can exist at once.
• Cooldown Seconds
Delay after a successful spawn before this rule can trigger again.
• Eval Every Seconds
How often this rule is checked.
• Step Range (Min/Max)
Only valid between certain intensity steps (links to Intensity Profile).
• Min Pressure
Minimum global “pressure” required (–1 = ignore).
• Min Avg Player HP
Minimum average player HP required (–1 = ignore).
• Distance Range (Min/Max)
Must spawn within this distance band from the player.
• Require No LOS
If true, spawn point must be hidden from player line-of-sight.
• Spawn Tag
Optional filter for spawn zones (e.g., "Flank"
, "Behind"
).
How to Use
Create a Profile
Right-click in Project → Create → Runtime Spawner → Special Profile.
Assign It
Attach a
SpecialEncounterManager
to your scene.Assign the Special Profile in the inspector.
Add Rules
Each rule describes when and where a special can spawn.
Add multiple rules for variety (e.g., Flankers, Snipers, Tanks).
Test
Play the game and observe special spawns.
Adjust step ranges and cooldowns to balance frequency and difficulty.
Example Rules
Rule 1:
"Flanker"
– Spawns a fast melee enemy if player HP < 70%, step 1–3.Rule 2:
"Tank"
– Spawns a miniboss every 120s, only if pressure > 50, step 2+.Rule 3:
"Sniper"
– Spawns at long range, requires LOS block, step 1+.
Notes
Rules are evaluated top-to-bottom. First passing rule will trigger.
Combine with an Intensity Profile for dynamic pacing. For example:
Early game = no specials.
Mid-game = occasional ambush.
Endgame = constant pressure from multiple specials.
Also see:
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