So, if you've checked out this same board earlier this week you might have seen I'm trying to make a sandbox style, monster slaying map for Unreal 227. At the moment, I'm trying to write a custom CreatureFactory (dubbed MLCreatureFactory, for MonsterLab) that can be toggled between an on and off state. So far, the actor can only be turned on, but cannot be turned off. I can tell from that fact that, the activation message only displays once, but also the fact that monsters keep spawning even after I turn it off.
I'll post my code below. I'm creating the MLCreatureFactory as a child of the class I'm posting below. At the moment, the code only works when I activate the trigger, printing the message as expected listing the object's name and its status as 'true'. However, if I try to trigger the same MLCreatureFactory again, nothing happens.
In case you're wondering, the MLCreatureFactory is just a copy/paste job of the stock CreatureFactory, but extends from the class below. As far as I understand it, the child will just inherit what I wrote below in the way of the 'Waiting' state/'Trigger' routine. I don't know if that would have any sort of impact on things. What I thought the Trigger() function represented was a method that gets called whenever this actor (or 'self') is triggered. Hence, I assumed if it's getting called by something else, the state-switching ('bStatus = !bStatus;') and whatever follows would be reliably executed.
MLThingFactory:
http://pastebin.com/irNjYXkg
MLCreatureFactory:
http://pastebin.com/SHyMUkxU