Discussions about Coding and Scripting
- Posts: 1807
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In a map I'm converting from Unreal to Monsterhunt I found an idea that was not technically realized there: every time a pawn enters a teleporter, an 'UnrealShare.PawnTeleportEffect' should be spawned at the destination teleporter. Because Effects do not trigger their events, the ThingFactory waits forever after spawning the first Effect for the message that the spawned Effect has "died" and a new one should be spawned.
The solution seems very easy: develop a "TriggeredThingFactory" that spawns the given prototype each time it is triggered. Because IMO this is a common problem I thought there must be already such an "TriggeredThingFactory", but I found only effectspawner
what is much too complex. Has anybody such in his drawer?
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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I don't know if this is such a big deal. Sublass SpawnPoint into a child and write stuff there else... I'm using XCGE for removing that idiotic original spam and adding SpawnEffect from Level.Game a la Playerstart for players when a monster is being spawned, is not a Rocket Science, and has nothing to do with a new type of CREATUREFACTORY, ThingFactory has another purpose than spawning Pawns, btw. I'm not even bother to look over complex useless things as long as they are doable that easy.