Exactly my concern. That's why I figured playerclass. It's the one thing you can be sure WILL be in any given map: even missionscripts aren't always present (though they might be for all your maps). If you know that all your maps are 'bemissionscripted', then that can work.that guy wrote:However I'm not sure how that would work for placed ammo and such that doesn't extend tnm classes.
As a reference, what I did for chronos was basically an iterator that checks through all pawns, crates, and placed inventory on a map, and replaced various items with their chronos equivs as and when necessary. Initially I thought it was introducing a second or two pause at the start of each level, but once I removed the clientmessages telling me everything was going hunky-dory, it made no noticeable difference to start up time whatsoever.
I had the function in the missionscript and the playerclass there, using the MS for preference, with the PC only doing it (in initializesubsystems, I think) if it couldn't find a valid MS for the level..but anyway.
Also, just sticking one big ol' function in one or two classes makes it a lot easier for you to see what I've done. God knows I don't want to screw anything up.