UDMF: classtype property

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Expand view Topic review: UDMF: classtype property

Re: UDMF: classtype property

by Graf Zahl » Wed Dec 28, 2016 8:19 am

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.

Re: UDMF: classtype property

by arookas » Wed Dec 28, 2016 8:09 am

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?

Re: UDMF: classtype property

by Gez » Wed Dec 28, 2016 7:56 am

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

by Graf Zahl » Wed Dec 28, 2016 6:14 am

No. The reason being that this level of indirection is actually wanted here.

UDMF: classtype property

by arookas » Wed Aug 10, 2016 5:06 pm

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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