Barbie wrote:BTW: Is something like this useful for anything except keeping CPU busy?
Many mutators are using this way for not being said loaded twice. Me personally I'm not so convinced about such occurrences probably we speak about a second instance of the same mutator - so to speak another copy which is a different thing, perhaps some known server-tool is stupidly calling PostBeginPlay PreBeginPlay for each mutator doing a sh!t double initialization at some of them (more iterators in some cases). I did the same kind of code but... I'm writing it in my way - if this is a must-have in a mutator.
Code: Select all
event PostBeginPlay()
{
if (!bInitialized)
{
DoTheInitThings();
bInitialized=True;
}
}
We can use only a single condition and honestly I don't know if the alternate condition "Else" is really needed. Mutators generally should prevent another the same type to be loaded rather than a second PostBeginPlay, but heck knows what some "toys" are doing. We all know that we can call a state or a function from a class even if is an automated one and already executed/running.
Red_Fist wrote:Dang, it don't have those little skaarj from AKCoop, that packhunter and the other one, wish I had those things, I NEED those tiny little dastardly f'ers
You can add them using above command inside Editor - this is how I have imported them - they doesn't need compiling (are stripped anyway).
EDIT: Here you go I have added those hunters and even more - now you have some MyLevel.
[attachment=0]MH-StuffStorage_noGame_01.7z[/attachment]
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