Compare commits
9 Commits
Author | SHA1 | Date | |
---|---|---|---|
78cb8c2292 | |||
c36fcb61bc | |||
c1e9a436c4 | |||
47a4480771 | |||
04ac55882c | |||
fdc97e4fdc | |||
8cb2005ec1 | |||
0fc17894b1 | |||
e5662242db |
@ -7,11 +7,18 @@ const CfgRemoveItems = class'RemoveItems';
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const CfgAddItems = class'AddItems';
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const CfgAddItems = class'AddItems';
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const Helper = class'Helper';
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const Helper = class'Helper';
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struct S_PreloadContent
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{
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var class<KFWeaponDefinition> KFWD;
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var class<KFWeapon> KFWC;
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var KFWeapon KFW;
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var KFW_Access KFWA;
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};
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var private config int Version;
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var private config int Version;
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var private config E_LogLevel LogLevel;
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var private config E_LogLevel LogLevel;
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var private config bool bPreloadContent;
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var private config bool bForcePreloadContent;
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var private config bool UnlockDLC;
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var private config bool UnlockDLC;
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var private config bool bPreloadContent;
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var private KFGameInfo KFGI;
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var private KFGameInfo KFGI;
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var private KFGameReplicationInfo KFGRI;
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var private KFGameReplicationInfo KFGRI;
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@ -23,6 +30,8 @@ var private Array<CTI_RepInfo> RepInfos;
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var private bool ReadyToSync;
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var private bool ReadyToSync;
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var private Array<S_PreloadContent> PreloadContent;
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public simulated function bool SafeDestroy()
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public simulated function bool SafeDestroy()
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{
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{
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`Log_Trace(`Location);
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`Log_Trace(`Location);
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@ -67,7 +76,6 @@ private function PreInit()
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{
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{
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LogLevel = LL_Info;
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LogLevel = LL_Info;
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bPreloadContent = true;
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bPreloadContent = true;
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bForcePreloadContent = true;
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UnlockDLC = false;
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UnlockDLC = false;
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SaveConfig();
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SaveConfig();
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}
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}
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@ -187,7 +195,7 @@ private function PostInit()
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if (bPreloadContent)
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if (bPreloadContent)
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{
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{
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Helper.static.PreloadContent(AddItems);
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InitPreload(AddItems);
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}
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}
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ReadyToSync = true;
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ReadyToSync = true;
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@ -201,6 +209,51 @@ private function PostInit()
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}
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}
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}
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}
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private function InitPreload(Array<class<KFWeaponDefinition> > Content)
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{
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local S_PreloadContent SPC;
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foreach Content(SPC.KFWD)
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{
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SPC.KFWC = class<KFWeapon> (DynamicLoadObject(SPC.KFWD.default.WeaponClassPath, class'Class'));
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if (SPC.KFWC != None)
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{
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SPC.KFW = KFGI.Spawn(SPC.KFWC);
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if (SPC.KFW == None)
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{
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`Log_Warn("Spawn failed:" @ SPC.KFWD.default.WeaponClassPath);
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continue;
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}
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SPC.KFWA = new (SPC.KFW) class'KFW_Access';
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if (SPC.KFWA == None)
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{
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`Log_Warn("Spawn failed:" @ SPC.KFWD.default.WeaponClassPath @ "KFW_Access");
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continue;
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}
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PreloadContent.AddItem(SPC);
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}
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}
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`Log_Debug("PreloadContent:" @ PreloadContent.Length);
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}
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public function StartPreload(class<KFWeaponDefinition> KFWeapDef)
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{
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local S_PreloadContent SPC;
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foreach PreloadContent(SPC)
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{
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if (SPC.KFWD == KFWeapDef)
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{
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SPC.KFWA.KFW_StartLoadWeaponContent();
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`Log_Debug("Preload:" @ SPC.KFW);
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break;
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}
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}
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}
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public function NotifyLogin(Controller C)
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public function NotifyLogin(Controller C)
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{
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{
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`Log_Trace(`Location);
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`Log_Trace(`Location);
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@ -233,8 +286,7 @@ public function bool CreateRepLink(Controller C)
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RemoveItems,
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RemoveItems,
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AddItems,
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AddItems,
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CfgRemoveItems.default.bAll,
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CfgRemoveItems.default.bAll,
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bPreloadContent,
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bPreloadContent);
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bForcePreloadContent);
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RepInfos.AddItem(RepLink);
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RepInfos.AddItem(RepLink);
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@ -10,18 +10,23 @@ var private Array<class<KFWeaponDefinition> > RemoveItems;
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var private Array<class<KFWeaponDefinition> > AddItems;
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var private Array<class<KFWeaponDefinition> > AddItems;
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var private bool ReplaceMode;
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var private bool ReplaceMode;
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var private bool PreloadContent;
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var private bool PreloadContent;
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var private bool ForcePreloadContent;
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var private int Recieved;
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var private int Recieved;
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var private int SyncSize;
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var private int SyncSize;
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var private KFPlayerController KFPC;
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var private KFGFxWidget_PartyInGame PartyInGameWidget;
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var private KFGFxWidget_PartyInGame PartyInGameWidget;
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var private GFxObject Notification;
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var private GFxObject Notification;
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var private String NotificationHeaderText;
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var private String NotificationLeftText;
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var private String NotificationRightText;
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var private int NotificationPercent;
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replication
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replication
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{
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{
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if (bNetInitial && Role == ROLE_Authority)
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if (bNetInitial && Role == ROLE_Authority)
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LogLevel, ReplaceMode, PreloadContent, ForcePreloadContent, SyncSize;
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LogLevel, ReplaceMode, PreloadContent, SyncSize;
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}
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}
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public simulated function bool SafeDestroy()
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public simulated function bool SafeDestroy()
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@ -37,41 +42,41 @@ public function PrepareSync(
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Array<class<KFWeaponDefinition> > _RemoveItems,
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Array<class<KFWeaponDefinition> > _RemoveItems,
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Array<class<KFWeaponDefinition> > _AddItems,
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Array<class<KFWeaponDefinition> > _AddItems,
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bool _ReplaceMode,
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bool _ReplaceMode,
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bool _PreloadContent,
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bool _PreloadContent)
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bool _ForcePreloadContent)
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{
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{
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CTI = _CTI;
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`Log_Trace(`Location);
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CTI = _CTI;
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LogLevel = _LogLevel;
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LogLevel = _LogLevel;
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RemoveItems = _RemoveItems;
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RemoveItems = _RemoveItems;
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AddItems = _AddItems;
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AddItems = _AddItems;
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ReplaceMode = _ReplaceMode;
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ReplaceMode = _ReplaceMode;
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PreloadContent = _PreloadContent;
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PreloadContent = _PreloadContent;
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ForcePreloadContent = _ForcePreloadContent;
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SyncSize = RemoveItems.Length + AddItems.Length;
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SyncSize = RemoveItems.Length + AddItems.Length;
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}
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}
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private simulated function PlayerController GetPlayerController()
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private simulated function KFPlayerController GetKFPC()
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{
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{
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local PlayerController PC;
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`Log_Trace(`Location);
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PC = PlayerController(Owner);
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if (KFPC != None) return KFPC;
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if (PC == None && ROLE < ROLE_Authority)
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KFPC = KFPlayerController(Owner);
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if (KFPC == None && ROLE < ROLE_Authority)
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{
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{
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PC = GetALocalPlayerController();
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KFPC = KFPlayerController(GetALocalPlayerController());
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}
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}
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return PC;
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return KFPC;
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}
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}
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private simulated function SetPartyInGameWidget()
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private simulated function SetPartyInGameWidget()
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{
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{
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local KFPlayerController KFPC;
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`Log_Trace(`Location);
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`Log_Trace(`Location);
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KFPC = KFPlayerController(GetPlayerController());
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if (GetKFPC() == None) return;
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if (KFPC == None) return;
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if (KFPC.MyGFxManager == None) return;
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if (KFPC.MyGFxManager == None) return;
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if (KFPC.MyGFxManager.PartyWidget == None) return;
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if (KFPC.MyGFxManager.PartyWidget == None) return;
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@ -81,6 +86,8 @@ private simulated function SetPartyInGameWidget()
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private simulated function bool CheckPartyInGameWidget()
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private simulated function bool CheckPartyInGameWidget()
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{
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{
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`Log_Trace(`Location);
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if (PartyInGameWidget == None)
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if (PartyInGameWidget == None)
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{
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{
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SetPartyInGameWidget();
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SetPartyInGameWidget();
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@ -91,6 +98,8 @@ private simulated function bool CheckPartyInGameWidget()
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private simulated function HideReadyButton()
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private simulated function HideReadyButton()
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{
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{
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`Log_Trace(`Location);
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if (CheckPartyInGameWidget())
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if (CheckPartyInGameWidget())
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{
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{
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PartyInGameWidget.SetReadyButtonVisibility(false);
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PartyInGameWidget.SetReadyButtonVisibility(false);
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@ -99,6 +108,8 @@ private simulated function HideReadyButton()
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private simulated function ShowReadyButton()
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private simulated function ShowReadyButton()
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{
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{
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`Log_Trace(`Location);
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if (CheckPartyInGameWidget())
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if (CheckPartyInGameWidget())
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{
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{
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Notification.SetVisible(false);
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Notification.SetVisible(false);
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@ -108,8 +119,10 @@ private simulated function ShowReadyButton()
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}
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}
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}
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}
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private reliable client function UpdateNotification(String Title, String Downloading, String Remainig, int Percent)
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private simulated function UpdateNotification(String Title, String Downloading, String Remainig, int Percent)
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{
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{
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`Log_Trace(`Location);
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if (CheckPartyInGameWidget() && Notification != None)
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if (CheckPartyInGameWidget() && Notification != None)
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{
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{
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Notification.SetString("itemName", Title);
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Notification.SetString("itemName", Title);
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@ -133,7 +146,10 @@ private reliable client function ClientSync(class<KFWeaponDefinition> WeapDef, o
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return;
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return;
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}
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}
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HideReadyButton();
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if (!IsTimerActive(nameof(KeepNotification)))
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{
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SetTimer(0.1f, true, nameof(KeepNotification));
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}
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if (Remove)
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if (Remove)
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{
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{
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@ -142,33 +158,41 @@ private reliable client function ClientSync(class<KFWeaponDefinition> WeapDef, o
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else
|
else
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{
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{
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AddItems.AddItem(WeapDef);
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AddItems.AddItem(WeapDef);
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if (PreloadContent)
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{
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Helper.static.PreloadWeapon(WeapDef);
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}
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}
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}
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Recieved = RemoveItems.Length + AddItems.Length;
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Recieved = RemoveItems.Length + AddItems.Length;
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|
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UpdateNotification(
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NotificationLeftText = Remove ? "-" : "+" @ Repl(String(WeapDef), "KFWeapDef_", "");
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"Sync items, please wait...",
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NotificationRightText = Recieved @ "/" @ SyncSize;
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Remove ? "-" : "+" @ Repl(String(WeapDef), "KFWeapDef_", ""),
|
if (SyncSize != 0)
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Recieved @ "/" @ SyncSize,
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{
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(float(Recieved) / float(SyncSize)) * 100);
|
NotificationPercent = (float(Recieved) / float(SyncSize)) * 100;
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}
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|
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ServerSync();
|
ServerSync();
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}
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}
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|
|
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private simulated reliable client function SyncFinished()
|
private simulated function KeepNotification()
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{
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HideReadyButton();
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UpdateNotification(
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NotificationHeaderText,
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NotificationLeftText,
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NotificationRightText,
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||||||
|
NotificationPercent);
|
||||||
|
}
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|
|
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private simulated reliable client function ClientSyncFinished()
|
||||||
{
|
{
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||||||
local KFGameReplicationInfo KFGRI;
|
local KFGameReplicationInfo KFGRI;
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||||||
|
|
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`Log_Trace(`Location);
|
`Log_Trace(`Location);
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|
|
||||||
if (WorldInfo == None || WorldInfo.GRI == None)
|
ClearTimer(nameof(KeepNotification));
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|
|
||||||
|
if (WorldInfo.GRI == None)
|
||||||
{
|
{
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SetTimer(1.0f, false, nameof(SyncFinished));
|
SetTimer(1.0f, false, nameof(ClientSyncFinished));
|
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return;
|
|
||||||
}
|
}
|
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|
|
||||||
KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
|
KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
|
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@ -196,12 +220,7 @@ public reliable server function ServerSync()
|
|||||||
|
|
||||||
if (SyncSize <= Recieved || WorldInfo.NetMode == NM_StandAlone)
|
if (SyncSize <= Recieved || WorldInfo.NetMode == NM_StandAlone)
|
||||||
{
|
{
|
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if (ForcePreloadContent)
|
ClientSyncFinished();
|
||||||
{
|
|
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PreloadContentWorkaround();
|
|
||||||
}
|
|
||||||
|
|
||||||
SyncFinished();
|
|
||||||
|
|
||||||
if (!CTI.DestroyRepLink(Controller(Owner)))
|
if (!CTI.DestroyRepLink(Controller(Owner)))
|
||||||
{
|
{
|
||||||
@ -216,99 +235,12 @@ public reliable server function ServerSync()
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
if (PreloadContent) CTI.StartPreload(AddItems[Recieved]);
|
||||||
ClientSync(AddItems[Recieved++ - RemoveItems.Length], false);
|
ClientSync(AddItems[Recieved++ - RemoveItems.Length], false);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
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 +249,7 @@ defaultproperties
|
|||||||
|
|
||||||
PendingSync = false
|
PendingSync = false
|
||||||
Recieved = 0
|
Recieved = 0
|
||||||
|
|
||||||
|
NotificationHeaderText = "Sync trader items, please wait..."
|
||||||
|
NotificationPercent = 0
|
||||||
}
|
}
|
||||||
|
@ -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
12
CTI/Classes/KFW_Access.uc
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
class KFW_Access extends Object
|
||||||
|
within KFWeapon;
|
||||||
|
|
||||||
|
public function KFW_StartLoadWeaponContent()
|
||||||
|
{
|
||||||
|
StartLoadWeaponContent();
|
||||||
|
}
|
||||||
|
|
||||||
|
defaultproperties
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
@ -1,8 +1,8 @@
|
|||||||
[h1]Features[/h1]
|
[h1]Features[/h1]
|
||||||
- remove and/or add items;
|
- remove and/or add items;
|
||||||
|
- 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.
|
||||||
|
|
||||||
[h1]Whitelisted?[/h1]
|
[h1]Whitelisted?[/h1]
|
||||||
@ -25,16 +25,12 @@ No. This mod is not whitelisted and will unrank your server. Any XP gained will
|
|||||||
3. Start the server and wait while the mutator is downloading;
|
3. 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.
|
4. Add mutator to server start parameters: [b]?Mutator=CTI.CTIMut[/b] and restart the server.
|
||||||
|
|
||||||
[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.
|
||||||
|
|
||||||
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]bForcePreloadContent=True[/b] to preload weapon models and have no lags during trader time.
|
Set [b]bPreloadContent=True[/b] to load weapon models in advance and have no lags during the game.
|
||||||
|
|
||||||
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.
|
||||||
@ -43,9 +39,15 @@ Set [b]bAll=True[/b] if you want to remove all items (can be useful if you want
|
|||||||
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.
|
||||||
|
|
||||||
[h1]Example config(s)[/h1]
|
[h1]🔗 [url=https://steamcommunity.com/workshop/filedetails/discussion/2830826239/3409804177172972154]Weapon Packs Items[/url][/h1]
|
||||||
🔗 [url=https://steamcommunity.com/workshop/filedetails/discussion/2830826239/3409804177172972154/]Reinforcement Weapon Pack[/url]
|
|
||||||
🔗 [url=https://steamcommunity.com/workshop/filedetails/discussion/2830826239/3409804177173363434/]Warface Arsenal[/url]
|
[h1]Notes[/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).
|
||||||
|
📌 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, those who have already purchased the DLC will not be able to use their skins on clones.
|
||||||
|
CTI unlocks DLC weapons differently - it changes the trader filter allowing you to buy original DLC weapons without restrictions. Those who bought the DLC can use their skins and 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] (GNU GPLv3)
|
||||||
|
Binary file not shown.
Before Width: | Height: | Size: 256 KiB After Width: | Height: | Size: 385 KiB |
@ -12,9 +12,9 @@ Add/Remove Items in the Trader's Inventory
|
|||||||
|
|
||||||
# Features
|
# Features
|
||||||
- remove and/or add items;
|
- remove and/or add items;
|
||||||
|
- 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
|
||||||
|
Reference in New Issue
Block a user