UDMF: classtype property
Moderator: GZDoom Developers
UDMF: classtype property
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.
			
			
									
						
										
						- Graf Zahl
- Lead GZDoom+Raze Developer 
- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: UDMF: classtype property
No. The reason being that this level of indirection is actually wanted here.
			
			
									
						
										
						Re: UDMF: classtype property
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.
			
			
									
						
										
						Re: UDMF: classtype property
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?
			
			
									
						
										
						- Graf Zahl
- Lead GZDoom+Raze Developer 
- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: UDMF: classtype property
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.

