Is there any way to detect Actors with uncompiled code? In T3D view they look equal:
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uncompiled MH-Asmodeus_Aions wrote:Code: Select all
Begin Actor Class=EAPupae Name=EAPupae0 FootRegion=(Zone=ZoneInfo'MyLevel.ZoneInfo2',iLeaf=15,ZoneNumber=1) HeadRegion=(Zone=ZoneInfo'MyLevel.ZoneInfo2',iLeaf=15,ZoneNumber=1) Level=LevelInfo'MyLevel.LevelInfo0' Tag=EAPupae Base=LevelInfo'MyLevel.LevelInfo0' Region=(Zone=ZoneInfo'MyLevel.ZoneInfo2',iLeaf=15,ZoneNumber=1) Location=(X=-2.100036,Y=4656.000000,Z=656.000000) OldLocation=(X=-2.100036,Y=4656.000000,Z=656.000000) Name=EAPupae0 End Actor
compiled MH-Asmodeus_Aions wrote:Code: Select all
Begin Actor Class=EAPupae Name=EAPupae0 FootRegion=(Zone=ZoneInfo'MyLevel.ZoneInfo2',iLeaf=582,ZoneNumber=6) HeadRegion=(Zone=ZoneInfo'MyLevel.ZoneInfo2',iLeaf=582,ZoneNumber=6) Level=LevelInfo'MyLevel.LevelInfo0' Tag=EAPupae Base=LevelInfo'MyLevel.LevelInfo0' Region=(Zone=ZoneInfo'MyLevel.ZoneInfo2',iLeaf=582,ZoneNumber=6) Location=(X=-2.100036,Y=4656.000000,Z=656.000000) OldLocation=(X=-2.100036,Y=4656.000000,Z=656.000000) Name=EAPupae0 End Actor
It is only a guess that the code is uncompiled, because I don't know how to detect. I conclude it because compiling and rebuilding the map makes these strange effects vanish.
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