kevL wrote...
&ps. Another reason to like spawned creatures is that it's easier to modify them later. Like, in the middle of a saved game .... An instanced creature is stored right in the saved module; a blueprint, however, is subject to Override ( and Campaign folder, etc. )
That's a pretty strong argument, right there, for using blueprints.
I've used script-hidden one time in my module. But reading all of this, I think I'll redo some events and spawn creatures in.
This does answer a question I had though: I had a debug line writing to the chat window when my Necromancer's AI script runs. I jumped into the module to test a totally different area in the game, and I noticed the Necromancer's AI script was writing to the window. And I was like, "How the heck is that happening?" But as you say, if it's painted down, it's active. And that's not entirely what I want to have happen





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