by 3saster » Wed Apr 22, 2020 2:51 am
_mental_ wrote:
If you really need this, consider to use an event handler that does Actor.ClearCounters() during the first tic instead of postprocessor.
The point of this is for compatibility reasons to do engine-side; If I'm gonna use an event handler anyway for personal use, I might as well just edit the map directly.
Graf Zahl wrote:This would surely require two new thing spawn flags to be added, because at the point where compatibility scripts run, no actor has been spawned yet. But that's not an impossibility.
That's what I figured, but I wasn't sure if there was a better way. Seems there are more than enough bits left in the EMapThingFlags enum, and as far as I can tell, all that really needs to be done is handle the new flags in AActor::HandleSpawnFlags(). In any case, should this functionality be added, I already provided a number of use cases it could be immediately applied to.
[quote="_mental_"]
If you really need this, consider to use an event handler that does Actor.ClearCounters() during the first tic instead of postprocessor.[/quote]
The point of this is for compatibility reasons to do engine-side; If I'm gonna use an event handler anyway for personal use, I might as well just edit the map directly.
[quote="Graf Zahl"]This would surely require two new thing spawn flags to be added, because at the point where compatibility scripts run, no actor has been spawned yet. But that's not an impossibility.[/quote]
That's what I figured, but I wasn't sure if there was a better way. Seems there are more than enough bits left in the EMapThingFlags enum, and as far as I can tell, all that really needs to be done is handle the new flags in AActor::HandleSpawnFlags(). In any case, should this functionality be added, I already provided a number of use cases it could be immediately applied to.