uscript: How to catch spawned actors?
3 posts •
Page 1 of 1
- zYnthetic
- Skaarj Warlord
- Posts: 510
- Joined: 12 Nov 2007, 00:10
Subject: uscript: How to catch spawned actors?
Post Posted: 02 Sep 2016, 01:32
I'm working on a difficulty scaling mut which is basically changing pawn properties based on different conditions. Everything is done except I'm not sure how to catch actors spawned after startup, like pawns from creature factories or projectiles. Is there a function like ModifyPlayer called when other actors are spawned that I can use to filter with? CheckReplacement would work if I was replacing actors, but I'm not.
- MrLoathsome
- Skaarj Lord
- Posts: 151
- Joined: 01 Jan 2009, 08:24
- Location: MrLoathsome fell out of the world!
Subject: Re: uscript: How to catch spawned actors?
Post Posted: 02 Sep 2016, 03:50
SpawnNotify perhaps?
Code: Select all
event actor SpawnNotification( actor A)
{
if (Book(A) == None) return A;
/* Do stuff to you book or whatever */
return A;
}
Mooo !
- zYnthetic
- Skaarj Warlord
- Posts: 510
- Joined: 12 Nov 2007, 00:10
Subject: Re: uscript: How to catch spawned actors?
Post Posted: 02 Sep 2016, 19:39
That was the right place to look. Thanks!
3 posts •
Page 1 of 1
Who is online
Users browsing this forum: No registered users and 22 guests