Let's start with something more or less known.
MH-BoomBoomBridge (as a sample) was a MH conversion capturing attention from some people.
One of the problems that this map has developed - just like MH-GXech - is the scratch spam in these maps causing the destruction of the game, even crashing the server, creating hundreds of actors that have no utility. Decorations that are supposed to be destroyed are set bStatic and/or bNoDelete and continue to create fragments without stopping when a madman has nothing to do and is shooting them for fun. The setup here is entirely hilarious having even a LifeSpan for actor which will never be deleted - this is guessing or just dumbness.
In other circumstances, we have decorations that have changed meshes and that do not contain the original animations for which they were created causing error entries in log files - why this spam after all. FORGET these habits, forget IntroDude, IntroBoss, Boulders and decorations which have their unique purpose not a general purpose.
Code: Select all
class Boulder extends Decoration;
....
function PostBeginPlay()
{
local float Decision;
Super.PostBeginPlay();
Decision = FRand();
if (Decision<0.25) PlayAnim('Pos1');
if (Decision<0.5) PlayAnim('Pos2');
if (Decision<0.75) PlayAnim('Pos3');
else PlayAnim('Pos4');
}
A simple Solution for decorating a map with something really STATIC and immune at spam is
BlockAll - this is not only for covering BSP holes this can be RESIZED and used with "DrawType=DT_MESH" from Display section in Actor properties, after applying a MESH and bHidden=False - desired mesh with desired frame with desired size with..... bla bla....
We can have Vases, Statues, Symbols, Placards, all of them being BLOCKALL actors happily adjusted without any issue, simple as that.
If you want a dynamic decoration able for running several animations programmed or less programmed just ASK HELP. A selfish attitude is not helpful - yes this needs to be written in "mapping" tutorials instead of cheap useless stories.