14 Commits

Author SHA1 Message Date
7a761341d6 fix premature deletion of RepInfo 2022-07-13 22:29:23 +03:00
04851413f1 update description 2022-07-11 10:27:16 +03:00
8921e42265 update description 2022-07-11 04:28:00 +03:00
a0cc8e7378 preload refactoring and bugfixes 2022-07-11 03:54:08 +03:00
c5481344a6 upd description 2022-07-10 07:08:41 +03:00
78cb8c2292 update description and README.md 2022-07-10 07:01:19 +03:00
c36fcb61bc PCv1 2022-07-10 05:49:38 +03:00
c1e9a436c4 Update Helper.uc 2022-07-09 23:10:27 +03:00
47a4480771 Update description.txt 2022-07-08 22:01:21 +03:00
04ac55882c update description 2022-07-08 21:38:53 +03:00
fdc97e4fdc completly remove force preload 2022-07-08 21:18:58 +03:00
8cb2005ec1 crutch to keep the notification 2022-07-08 06:55:31 +03:00
0fc17894b1 update readme and description 2022-07-08 06:26:55 +03:00
e5662242db preload weapon models 2022-07-08 06:03:30 +03:00
7 changed files with 201 additions and 207 deletions

View File

@ -7,11 +7,18 @@ const CfgRemoveItems = class'RemoveItems';
const CfgAddItems = class'AddItems'; const CfgAddItems = class'AddItems';
const Helper = class'Helper'; const Helper = class'Helper';
struct S_PreloadContent
{
var class<KFWeaponDefinition> KFWD;
var class<KFWeapon> KFWC;
var KFWeapon KFW;
var KFW_Access KFWA;
};
var private config int Version; var private config int Version;
var private config E_LogLevel LogLevel; var private config E_LogLevel LogLevel;
var private config bool bPreloadContent;
var private config bool bForcePreloadContent;
var private config bool UnlockDLC; var private config bool UnlockDLC;
var private config bool bPreloadContent;
var private KFGameInfo KFGI; var private KFGameInfo KFGI;
var private KFGameReplicationInfo KFGRI; var private KFGameReplicationInfo KFGRI;
@ -23,6 +30,8 @@ var private Array<CTI_RepInfo> RepInfos;
var private bool ReadyToSync; var private bool ReadyToSync;
var private Array<S_PreloadContent> PreloadContent;
public simulated function bool SafeDestroy() public simulated function bool SafeDestroy()
{ {
`Log_Trace(`Location); `Log_Trace(`Location);
@ -67,7 +76,6 @@ private function PreInit()
{ {
LogLevel = LL_Info; LogLevel = LL_Info;
bPreloadContent = true; bPreloadContent = true;
bForcePreloadContent = true;
UnlockDLC = false; UnlockDLC = false;
SaveConfig(); SaveConfig();
} }
@ -146,7 +154,7 @@ private function PostInit()
if (KFGI.KFGFxManagerClass != class'KFGameInfo_VersusSurvival'.default.KFGFxManagerClass) if (KFGI.KFGFxManagerClass != class'KFGameInfo_VersusSurvival'.default.KFGFxManagerClass)
{ {
`Log_Warn("Found custom 'KFGFxManagerClass' (" $ KFGI.KFGFxManagerClass $ "), there may be compatibility issues"); `Log_Warn("Found custom 'KFGFxManagerClass' (" $ KFGI.KFGFxManagerClass $ "), there may be compatibility issues");
`Log_Warn("If you notice problems, try disabling DLC unlock"); `Log_Warn("If you notice problems, try disabling UnlockDLC");
} }
KFGI.KFGFxManagerClass = class'CTI_GFxMoviePlayer_Manager_Versus'; KFGI.KFGFxManagerClass = class'CTI_GFxMoviePlayer_Manager_Versus';
@ -160,7 +168,7 @@ private function PostInit()
if (KFGI.KFGFxManagerClass != class'KFGameInfo'.default.KFGFxManagerClass) if (KFGI.KFGFxManagerClass != class'KFGameInfo'.default.KFGFxManagerClass)
{ {
`Log_Warn("Found custom 'KFGFxManagerClass' (" $ KFGI.KFGFxManagerClass $ "), there may be compatibility issues"); `Log_Warn("Found custom 'KFGFxManagerClass' (" $ KFGI.KFGFxManagerClass $ "), there may be compatibility issues");
`Log_Warn("If you notice problems, try disabling DLC unlock"); `Log_Warn("If you notice problems, try disabling UnlockDLC");
} }
KFGI.KFGFxManagerClass = class'CTI_GFxMoviePlayer_Manager'; KFGI.KFGFxManagerClass = class'CTI_GFxMoviePlayer_Manager';
@ -187,7 +195,7 @@ private function PostInit()
if (bPreloadContent) if (bPreloadContent)
{ {
Helper.static.PreloadContent(AddItems); Preload(AddItems);
} }
ReadyToSync = true; ReadyToSync = true;
@ -201,6 +209,39 @@ private function PostInit()
} }
} }
private function Preload(Array<class<KFWeaponDefinition> > Content)
{
local S_PreloadContent SPC;
foreach Content(SPC.KFWD)
{
SPC.KFWC = class<KFWeapon> (DynamicLoadObject(SPC.KFWD.default.WeaponClassPath, class'Class'));
if (SPC.KFWC != None)
{
SPC.KFW = KFGI.Spawn(SPC.KFWC);
if (SPC.KFW == None)
{
`Log_Warn("Spawn failed:" @ SPC.KFWD.default.WeaponClassPath);
continue;
}
SPC.KFWA = new (SPC.KFW) class'KFW_Access';
if (SPC.KFWA == None)
{
`Log_Warn("Spawn failed:" @ SPC.KFWD.default.WeaponClassPath @ "KFW_Access");
continue;
}
PreloadContent.AddItem(SPC);
}
}
foreach PreloadContent(SPC)
{
SPC.KFWA.KFW_StartLoadWeaponContent();
}
}
public function NotifyLogin(Controller C) public function NotifyLogin(Controller C)
{ {
`Log_Trace(`Location); `Log_Trace(`Location);
@ -232,9 +273,7 @@ public function bool CreateRepLink(Controller C)
LogLevel, LogLevel,
RemoveItems, RemoveItems,
AddItems, AddItems,
CfgRemoveItems.default.bAll, CfgRemoveItems.default.bAll);
bPreloadContent,
bForcePreloadContent);
RepInfos.AddItem(RepLink); RepInfos.AddItem(RepLink);

View File

@ -10,18 +10,25 @@ var private Array<class<KFWeaponDefinition> > RemoveItems;
var private Array<class<KFWeaponDefinition> > AddItems; var private Array<class<KFWeaponDefinition> > AddItems;
var private bool ReplaceMode; var private bool ReplaceMode;
var private bool PreloadContent; var private bool PreloadContent;
var private bool ForcePreloadContent;
var private int Recieved; var private int Recieved;
var private int SyncSize; var private int SyncSize;
var private KFPlayerController KFPC;
var private KFGFxWidget_PartyInGame PartyInGameWidget; var private KFGFxWidget_PartyInGame PartyInGameWidget;
var private GFxObject Notification; var private GFxObject Notification;
var private String NotificationHeaderText;
var private String NotificationLeftText;
var private String NotificationRightText;
var private int NotificationPercent;
var private int WaitingGRI;
replication replication
{ {
if (bNetInitial && Role == ROLE_Authority) if (bNetInitial && Role == ROLE_Authority)
LogLevel, ReplaceMode, PreloadContent, ForcePreloadContent, SyncSize; LogLevel, ReplaceMode, SyncSize;
} }
public simulated function bool SafeDestroy() public simulated function bool SafeDestroy()
@ -36,42 +43,40 @@ public function PrepareSync(
E_LogLevel _LogLevel, E_LogLevel _LogLevel,
Array<class<KFWeaponDefinition> > _RemoveItems, Array<class<KFWeaponDefinition> > _RemoveItems,
Array<class<KFWeaponDefinition> > _AddItems, Array<class<KFWeaponDefinition> > _AddItems,
bool _ReplaceMode, bool _ReplaceMode)
bool _PreloadContent,
bool _ForcePreloadContent)
{ {
`Log_Trace(`Location);
CTI = _CTI; CTI = _CTI;
LogLevel = _LogLevel; LogLevel = _LogLevel;
RemoveItems = _RemoveItems; RemoveItems = _RemoveItems;
AddItems = _AddItems; AddItems = _AddItems;
ReplaceMode = _ReplaceMode; ReplaceMode = _ReplaceMode;
PreloadContent = _PreloadContent;
ForcePreloadContent = _ForcePreloadContent;
SyncSize = RemoveItems.Length + AddItems.Length; SyncSize = RemoveItems.Length + AddItems.Length;
} }
private simulated function PlayerController GetPlayerController() private simulated function KFPlayerController GetKFPC()
{ {
local PlayerController PC; `Log_Trace(`Location);
PC = PlayerController(Owner); if (KFPC != None) return KFPC;
if (PC == None && ROLE < ROLE_Authority) KFPC = KFPlayerController(Owner);
if (KFPC == None && ROLE < ROLE_Authority)
{ {
PC = GetALocalPlayerController(); KFPC = KFPlayerController(GetALocalPlayerController());
} }
return PC; return KFPC;
} }
private simulated function SetPartyInGameWidget() private simulated function SetPartyInGameWidget()
{ {
local KFPlayerController KFPC;
`Log_Trace(`Location); `Log_Trace(`Location);
KFPC = KFPlayerController(GetPlayerController()); if (GetKFPC() == None) return;
if (KFPC == None) return;
if (KFPC.MyGFxManager == None) return; if (KFPC.MyGFxManager == None) return;
if (KFPC.MyGFxManager.PartyWidget == None) return; if (KFPC.MyGFxManager.PartyWidget == None) return;
@ -81,6 +86,8 @@ private simulated function SetPartyInGameWidget()
private simulated function bool CheckPartyInGameWidget() private simulated function bool CheckPartyInGameWidget()
{ {
`Log_Trace(`Location);
if (PartyInGameWidget == None) if (PartyInGameWidget == None)
{ {
SetPartyInGameWidget(); SetPartyInGameWidget();
@ -91,6 +98,8 @@ private simulated function bool CheckPartyInGameWidget()
private simulated function HideReadyButton() private simulated function HideReadyButton()
{ {
`Log_Trace(`Location);
if (CheckPartyInGameWidget()) if (CheckPartyInGameWidget())
{ {
PartyInGameWidget.SetReadyButtonVisibility(false); PartyInGameWidget.SetReadyButtonVisibility(false);
@ -99,6 +108,8 @@ private simulated function HideReadyButton()
private simulated function ShowReadyButton() private simulated function ShowReadyButton()
{ {
`Log_Trace(`Location);
if (CheckPartyInGameWidget()) if (CheckPartyInGameWidget())
{ {
Notification.SetVisible(false); Notification.SetVisible(false);
@ -108,8 +119,10 @@ private simulated function ShowReadyButton()
} }
} }
private reliable client function UpdateNotification(String Title, String Downloading, String Remainig, int Percent) private simulated function UpdateNotification(String Title, String Downloading, String Remainig, int Percent)
{ {
`Log_Trace(`Location);
if (CheckPartyInGameWidget() && Notification != None) if (CheckPartyInGameWidget() && Notification != None)
{ {
Notification.SetString("itemName", Title); Notification.SetString("itemName", Title);
@ -129,11 +142,16 @@ private reliable client function ClientSync(class<KFWeaponDefinition> WeapDef, o
if (WeapDef == None) if (WeapDef == None)
{ {
`Log_Fatal("WeapDef is:" @ WeapDef); `Log_Fatal("WeapDef is:" @ WeapDef);
Cleanup();
ConsoleCommand("Disconnect");
SafeDestroy(); SafeDestroy();
return; return;
} }
HideReadyButton(); if (!IsTimerActive(nameof(KeepNotification)))
{
SetTimer(0.1f, true, nameof(KeepNotification));
}
if (Remove) if (Remove)
{ {
@ -142,50 +160,84 @@ private reliable client function ClientSync(class<KFWeaponDefinition> WeapDef, o
else else
{ {
AddItems.AddItem(WeapDef); AddItems.AddItem(WeapDef);
if (PreloadContent)
{
Helper.static.PreloadWeapon(WeapDef);
}
} }
Recieved = RemoveItems.Length + AddItems.Length; Recieved = RemoveItems.Length + AddItems.Length;
UpdateNotification( NotificationLeftText = Remove ? "-" : "+" @ Repl(String(WeapDef), "KFWeapDef_", "");
"Sync items, please wait...", NotificationRightText = Recieved @ "/" @ SyncSize;
Remove ? "-" : "+" @ Repl(String(WeapDef), "KFWeapDef_", ""), if (SyncSize != 0)
Recieved @ "/" @ SyncSize, {
(float(Recieved) / float(SyncSize)) * 100); NotificationPercent = (float(Recieved) / float(SyncSize)) * 100;
}
`Log_Debug("ClientSync:" @ NotificationLeftText @ NotificationRightText);
ServerSync(); ServerSync();
} }
private simulated reliable client function SyncFinished() private simulated function KeepNotification()
{
HideReadyButton();
UpdateNotification(
NotificationHeaderText,
NotificationLeftText,
NotificationRightText,
NotificationPercent);
}
private simulated reliable client function ClientSyncFinished()
{ {
local KFGameReplicationInfo KFGRI; local KFGameReplicationInfo KFGRI;
`Log_Trace(`Location); `Log_Trace(`Location);
if (WorldInfo == None || WorldInfo.GRI == None) if (WorldInfo.GRI == None)
{ {
SetTimer(1.0f, false, nameof(SyncFinished)); `Log_Debug("ClientSyncFinished: Waiting GRI");
NotificationHeaderText = "Waiting for GameReplicationInfo...";
NotificationLeftText = String(++WaitingGRI) $ "s";
SetTimer(1.0f, false, nameof(ClientSyncFinished));
return; return;
} }
KFGRI = KFGameReplicationInfo(WorldInfo.GRI); KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
if (KFGRI == None) if (KFGRI == None)
{ {
`Log_Fatal("Incompatible Replication info:" @ WorldInfo.GRI); `Log_Fatal("Incompatible Replication info:" @ String(WorldInfo.GRI));
ClearTimer(nameof(KeepNotification));
UpdateNotification(
"Error: Incompatible Replication info:" @ String(WorldInfo.GRI),
"Disconnect...", "", 0);
Cleanup();
ConsoleCommand("Disconnect");
SafeDestroy(); SafeDestroy();
return; return;
} }
Helper.static.ModifyTrader(KFGRI, RemoveItems, AddItems, ReplaceMode); Helper.static.ModifyTrader(KFGRI, RemoveItems, AddItems, ReplaceMode);
`Log_Debug("ClientSyncFinished: Helper.static.ModifyTrader");
ClearTimer(nameof(KeepNotification));
ShowReadyButton(); ShowReadyButton();
Cleanup();
SafeDestroy(); SafeDestroy();
} }
private reliable server function Cleanup()
{
`Log_Trace(`Location);
`Log_Debug("Cleanup");
if (!CTI.DestroyRepLink(Controller(Owner)))
{
`Log_Debug("Cleanup (forced)");
SafeDestroy();
}
}
public reliable server function ServerSync() public reliable server function ServerSync()
{ {
`Log_Trace(`Location); `Log_Trace(`Location);
@ -194,19 +246,11 @@ public reliable server function ServerSync()
if (bPendingDelete || bDeleteMe) return; if (bPendingDelete || bDeleteMe) return;
`Log_Debug("ServerSync:" @ Recieved @ "/" @ SyncSize);
if (SyncSize <= Recieved || WorldInfo.NetMode == NM_StandAlone) if (SyncSize <= Recieved || WorldInfo.NetMode == NM_StandAlone)
{ {
if (ForcePreloadContent) `Log_Debug("ServerSync: SyncFinished");
{ ClientSyncFinished();
PreloadContentWorkaround();
}
SyncFinished();
if (!CTI.DestroyRepLink(Controller(Owner)))
{
SafeDestroy();
}
} }
else else
{ {
@ -221,94 +265,6 @@ public reliable server function ServerSync()
} }
} }
private function PreloadContentWorkaround()
{
local PlayerController PC;
local Pawn P;
local KFInventoryManager KFIM;
local class<Weapon> CW;
local Weapon W;
local int Index;
local DroppedPickup DP;
local float Time;
`Log_Trace(`Location);
HideReadyButton();
PC = GetPlayerController();
if (PC == None)
{
SetTimer(0.1f, false, nameof(PreloadContentWorkaround));
return;
}
P = PC.Pawn;
if (P == None)
{
SetTimer(0.1f, false, nameof(PreloadContentWorkaround));
return;
}
KFIM = KFInventoryManager(P.InvManager);
if (KFIM == None)
{
SetTimer(0.1f, false, nameof(PreloadContentWorkaround));
return;
}
KFIM.bInfiniteWeight = true;
Time = WorldInfo.TimeSeconds - 1.0f;
for (Index = 0; Index < AddItems.Length; Index++)
{
HideReadyButton();
UpdateNotification(
"Game isn't frozen, Don't panic",
"Preload content:",
Index @ "/" @ AddItems.Length,
(float(Index) / float(AddItems.Length)) * 100);
CW = class<Weapon> (DynamicLoadObject(AddItems[Index].default.WeaponClassPath, class'Class'));
if (CW != None && Weapon(P.FindInventoryType(CW)) == None)
{
P.CreateInventory(CW);
}
}
HideReadyButton();
UpdateNotification("Cleanup", "", "", 0);
foreach KFIM.InventoryActors(class'Weapon', W)
{
if (W != None)
{
KFIM.PendingWeapon = W;
KFIM.ChangedWeapon();
if (W.CanThrow())
{
P.TossInventory(W);
W.Destroy();
}
}
}
HideReadyButton();
UpdateNotification("Cleanup", "", "", 0);
foreach WorldInfo.DynamicActors(class'DroppedPickup', DP)
{
if (DP.Instigator == P && DP.CreationTime > Time)
{
DP.Destroy();
}
}
KFIM.bInfiniteWeight = false;
`Log_Info("Force Preload Finished (" $ PC.PlayerReplicationInfo.PlayerName $ ")");
}
defaultproperties defaultproperties
{ {
bAlwaysRelevant = false bAlwaysRelevant = false
@ -317,4 +273,8 @@ defaultproperties
PendingSync = false PendingSync = false
Recieved = 0 Recieved = 0
NotificationHeaderText = "Sync trader items, please wait..."
NotificationPercent = 0
WaitingGRI = 0
} }

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@ -52,31 +52,6 @@ public static simulated function ModifyTrader(
KFGRI.TraderItems = TraderItems; KFGRI.TraderItems = TraderItems;
} }
public static simulated function PreloadContent(Array<class<KFWeaponDefinition> > WeapDefs)
{
local class<KFWeaponDefinition> WeapDef;
foreach WeapDefs(WeapDef)
{
PreloadWeapon(WeapDef);
}
}
public static simulated function PreloadWeapon(class<KFWeaponDefinition> WeapDef)
{
local class<KFWeapon> KFW;
KFW = class<KFWeapon> (DynamicLoadObject(WeapDef.default.WeaponClassPath, class'Class'));
if (KFW != None)
{
// This doesn't seem to have any effect right now,
// so we're forced to use a workaround: CTI_RepInfo.PreloadContentWorkaround()
// But I still leave it for the future
// in the hope that someday we can preload weapon models using this function
class'KFWeapon'.static.TriggerAsyncContentLoad(KFW);
}
}
defaultproperties defaultproperties
{ {

12
CTI/Classes/KFW_Access.uc Normal file
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@ -0,0 +1,12 @@
class KFW_Access extends Object
within KFWeapon;
public function KFW_StartLoadWeaponContent()
{
StartLoadWeaponContent();
}
defaultproperties
{
}

View File

@ -1,51 +1,59 @@
[img]https://img.shields.io/static/v1?logo=GitHub&labelColor=gray&color=blue&logoColor=white&label=&message=Open Source[/img] [img]https://img.shields.io/github/license/GenZmeY/KF2-CustomTraderInventory[/img] [img]https://img.shields.io/steam/subscriptions/2830826239[/img] [img]https://img.shields.io/steam/favorites/2830826239[/img] [img]https://img.shields.io/steam/update-date/2830826239[/img] [url=https://steamcommunity.com/sharedfiles/filedetails/changelog/2830826239][img]https://img.shields.io/github/v/tag/GenZmeY/KF2-CustomTraderInventory[/img][/url]
[h1]Features[/h1] [h1]Features[/h1]
- remove and/or add items; [list]
- unlock DLC weapons; [*]remove/add items to trader;
- correct items sorting (by price); [*]can preload weapon models (no lags when someone buys weapons);
- can preload content (no lags during trader time); [*]unlock DLC weapons;
- don't have to worry about adding new guns after each Tripware update. [*]correct items sorting (by price);
[*]don't have to worry about adding new guns after each KF2 update.
[/list]
[h1]Whitelisted?[/h1] [h1]Whitelisted?[/h1]
No. This mod is not whitelisted and will unrank your server. Any XP gained will not be saved. No. This mod is not whitelisted and will de-rank your server. Any XP gained will not be saved.
[h1]Usage (single player)[/h1] [h1]Usage (single player)[/h1]
1. Subscribe to this mutator; [olist]
2. Start KF2; [*]Subscribe to this mutator;
3. Open console (`) and input: [*]Start KF2;
[*]Open console (`) and input:
[b]open KF-BioticsLab?Mutator=CTI.CTIMut[/b] [b]open KF-BioticsLab?Mutator=CTI.CTIMut[/b]
(replace the map and add the parameters you need) (replace the map and add the parameters you need)
4. <Enter>. [*]<Enter>.
[/olist]
[h1]Usage (server)[/h1] [h1]Usage (server)[/h1]
[b]Note:[/b] [i]If you don't understand what is written here, read the article [url=https://wiki.killingfloor2.com/index.php?title=Dedicated_Server_(Killing_Floor_2)][u]Dedicated Server (KF2 wiki)[/u][/url] before following these instructions.[/i] [b]Note:[/b] [i]If you don't understand what is written here, read the article [url=https://wiki.killingfloor2.com/index.php?title=Dedicated_Server_(Killing_Floor_2)][u]Dedicated Server (KF2 wiki)[/u][/url] before following these instructions.[/i]
[olist]
1. Open your [b]PCServer-KFEngine.ini[/b] / [b]LinuxServer-KFEngine.ini[/b]; [*]Open your [b]PCServer-KFEngine.ini[/b] / [b]LinuxServer-KFEngine.ini[/b];
2. Add the following string to the [b][OnlineSubsystemSteamworks.KFWorkshopSteamworks][/b] section (create one if it doesn't exist): [*]Find the [b][IpDrv.TcpNetDriver][/b] section and make sure that there is a line (add if not):
[b]DownloadManagers=OnlineSubsystemSteamworks.SteamWorkshopDownload[/b]
❗️ If there are several [b]DownloadManagers=[/b] then the line above should be the first ❗️
[*]Add the following string to the [b][OnlineSubsystemSteamworks.KFWorkshopSteamworks][/b] section (create one if it doesn't exist):
[b]ServerSubscribedWorkshopItems=2830826239[/b] [b]ServerSubscribedWorkshopItems=2830826239[/b]
3. Start the server and wait while the mutator is downloading; [*]Start the server and wait while the mutator is downloading;
4. Add mutator to server start parameters: [b]?Mutator=CTI.CTIMut[/b] and restart the server. [*]Add mutator to server start parameters: [b]?Mutator=CTI.CTIMut[/b] and restart the server.
[/olist]
[h1]Note[/h1]
📌 Mutator does not contain custom weapons. You must have the required weapon packs in your subscriptions to be able to add them to the trader.
📌 If you are using this mutator to add weapons, you should [b]not[/b] use mutators from weapon packs (just having them in subscriptions is enough).
[h1]Setup (KFCTI.ini)[/h1] [h1]Setup (KFCTI.ini)[/h1]
Config will be created at the first start. Config will be created at the first start.
[list]
Set [b]UnlockDLC=True[/b] to allow all players to buy DLC weapons. [*]Set [b]UnlockDLC=True[/b] to allow all players to buy DLC weapons.
[*]Set [b]bPreloadContent=True[/b] to load weapon models in advance and have no lags during the game.
Set [b]bForcePreloadContent=True[/b] to preload weapon models and have no lags during trader time. [*]Use [b][CTI.RemoveItems][/b] to remove items from the trader inventory.
Use [b][CTI.RemoveItems][/b] to remove items from the trader inventory.
For example: [b]Item=KFGame.KFWeapDef_Mac10[/b] will remove MAC10 from sale. For example: [b]Item=KFGame.KFWeapDef_Mac10[/b] will remove MAC10 from sale.
Set [b]bAll=True[/b] if you want to remove all items (can be useful if you want to set the entire sale list in the [b][CTI.AddItems][/b] section yourself). [*]Set [b]bAll=True[/b] if you want to remove all items (can be useful if you want to set the entire sale list in the [b][CTI.AddItems][/b] section yourself).
[*]Use [b][CTI.AddItems][/b] to add items to the trader inventory.
Use [b][CTI.AddItems][/b] to add items to the trader inventory.
For example: [b]Item=WeaponPack.KFWeapDef_XM25[/b] will add [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1147408497]XM25[/url] to sale. For example: [b]Item=WeaponPack.KFWeapDef_XM25[/b] will add [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1147408497]XM25[/url] to sale.
[/list]
[h1]🔗 [url=https://steamcommunity.com/workshop/filedetails/discussion/2830826239/3409804177172972154]Weapon Packs Items[/url][/h1]
[h1]Example config(s)[/h1] [h1]Notes[/h1]
🔗 [url=https://steamcommunity.com/workshop/filedetails/discussion/2830826239/3409804177172972154/]Reinforcement Weapon Pack[/url] 📌 Mutator does not contain custom weapons. You must have the required weapon packs in your subscriptions to be able to add them to the trader.
🔗 [url=https://steamcommunity.com/workshop/filedetails/discussion/2830826239/3409804177173363434/]Warface Arsenal[/url] 📌 If you are using this mutator to add weapons, you should [b]not[/b] use mutators from weapon packs (just having them in subscriptions is enough).
📌 Unlike [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2193261170]DLC Weapon Unlocker[/url], a different method is used here.
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2193261170]DLC Weapon Unlocker[/url] creates clones of DLC weapons and adds them to the trader. This allows you not to replace any classes in the game, so Hunter mutator has better compatibility with other mutators, however you need to update DWU every time kf2 update comes out with new guns.
CTI unlocks DLC weapons differently - it changes the trader filter allowing you to buy original DLC weapons without restrictions. You don't need to update the mutator when new kf2 updates are released - unlocking will work with future weapons as well. However, when you set UnlockDLC=True CTI replaces the [b]KFGFxMoviePlayer_Manager[/b] class, so CTI may not be compatible with mods that replaces this class too. If you notice any compatibility issues, try turning off UnlockDLC.
You can use this built-in method or add weapons from [url=https://steamcommunity.com/workshop/filedetails/discussion/2193261170/3046108212603783998]DLC Weapon Unlocker[/url] - choose what suits you best.
[h1]Sources[/h1] [h1]Sources[/h1]
[url=https://github.com/GenZmeY/KF2-CustomTraderInventory]https://github.com/GenZmeY/KF2-CustomTraderInventory[/url] (GNU GPLv3) [url=https://github.com/GenZmeY/KF2-CustomTraderInventory]https://github.com/GenZmeY/KF2-CustomTraderInventory[/url] [b](GNU GPLv3)[/b]

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Add/Remove Items in the Trader's Inventory Add/Remove Items in the Trader's Inventory
# Features # Features
- remove and/or add items; - remove/add items to trader;
- can preload weapon models (no lags when buying weapons);
- unlock DLC weapons; - unlock DLC weapons;
- correct items sorting (by price); - correct items sorting (by price);
- can preload content (no lags during trader time);
- don't have to worry about adding new guns after each Tripware update. - don't have to worry about adding new guns after each Tripware update.
# Usage & Setup # Usage & Setup