Why not? What if you want to change the model for one of them? Or the scale? Or the tint? Sure, you can do it with events, but the actor system wasn't really designed for one actor to be used for multiple separate entities.
I dont know how exactly this event editor works but 03210's solution works great for now. I just hope it wont cause any troubles.
Is it ok if i only have Events: UnitBirth.Unit>Create for each unit? Or should i add something with destroy? (they are items so they are removed on pickup in theory)
Why not? What if you want to change the model for one of them? Or the scale? Or the tint? Sure, you can do it with events, but the actor system wasn't really designed for one actor to be used for multiple separate entities.
If i want to change the model for one of them i can create separate actor for it. Otherwise i prefer this way with a lot of items (100+), and "global" control over their actor/s
Is it possible to link it somehow this way?
I need 1 actor for each quality of item, but i dont want to create 1 actor for each item...
Just add N amount of actions for the actor, like Unit.xxx.Birth -> Create; Unit.xxx.Death -> Destroy
Something like that.
Hmm not bad, gonna try that now
Why not? What if you want to change the model for one of them? Or the scale? Or the tint? Sure, you can do it with events, but the actor system wasn't really designed for one actor to be used for multiple separate entities.
Well, creating a lot of equal actors doesn't sound good also. He can just separate units in to groups, then for each group set the desired options.
I dont know how exactly this event editor works but 03210's solution works great for now. I just hope it wont cause any troubles.
Is it ok if i only have Events: UnitBirth.Unit>Create for each unit? Or should i add something with destroy? (they are items so they are removed on pickup in theory)
If i want to change the model for one of them i can create separate actor for it. Otherwise i prefer this way with a lot of items (100+), and "global" control over their actor/s
You can go just with Create, if your unit is invulnerable.