UDMF: classtype property

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arookas
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UDMF: classtype property

Post by arookas »

A possible suggestion for a new 'classtype' property for things in UDMF that can be used instead of the 'type' property, allowing to spawn actors directly by class name without having to specify their doomednums.
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Graf Zahl
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Re: UDMF: classtype property

Post by Graf Zahl »

No. The reason being that this level of indirection is actually wanted here.
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Re: UDMF: classtype property

Post by Gez »

With ZScript you can probably DIY by having a custom spawner actor that reads a class type from a property (perhaps arg0str/arg1str would work there) and then spawn it in a PostBeginPlay override.
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arookas
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Re: UDMF: classtype property

Post by arookas »

Sounds promising. If there were some way to do that in an editor (pass a string for the classtype) without using args, that could very well work. (The idea being I needed to spawn scriptable things which have args of their own to control various behaviors). Maybe using a custom UDMF key on the thing?
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Graf Zahl
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Re: UDMF: classtype property

Post by Graf Zahl »

Gez wrote:With ZScript you can probably DIY by having a custom spawner actor that reads a class type from a property (perhaps arg0str/arg1str would work there) and then spawn it in a PostBeginPlay override.

It's easier to add a DoomEdNum to MAPINFO.
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