Deleting abandoned decals.

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Dryn

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Feb 20, 2003
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Wishful thinking, but I'm wondering if there's a way to eliminate decals that have been abandoned. Doesn't even have to be specific; I'd have to do this map wide so a general 'destroy decal' order would be ideal.

Thanks for any insight into this problem.
 

NVShacker

if (think(leet)) kill(scriptkiddey.head)
Jul 25, 2000
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What do you mean by abandoned? Like, no pawns are in proximity or what? UT should do this on its own. Or do you mean destroying all decals?

If you mean at a certain point, I'd imagine (As a novice coder, mind you) that you could just make a mutator that does a CheckReplacement() that returns false for decals and spawn it when you want this to happen. I'm pretty sure that'd word. Maybe. Be more specific. :p
 

Dryn

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Feb 20, 2003
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Problem has been solved; basically though I love the idea of the projector's abandon function [ie it can be 'destroyed' but the projection persists X seconds and fades out smoothly; thus saving the upkeep for a dynamic actor each tick, etc]. Problem is my game requires environments to be 'reset' dynamically, meaning that everything is perfectly reset save for scorch marks and the like.

As it turns out, if you leave out the abandon line, the projector will function _exactly_ the same way, unless you call Destroy()... at which point the decal is _gone_. I was worried that I would lose fade-out of dead projectors, but as long as they expire by lifespan, this seems to keep happening.