Killing Floor 2

Killing Floor 2

True Solo Mutator
190 Comments
Macrollium  [author] 5 Jul, 2024 @ 12:47am 
According to the documentation I left behind, the lines you're looking for should be between lines 2396 and 2537 in the INI.

As for the overwriting - that shouldn't happen if you edit the INI copy in the filepathing mentioned above. If I recall right, there's one copy of the INI that takes priority on game load and another that doesn't. It sounds like you found the latter.
Aya 11 Jun, 2024 @ 7:16pm 
2 things:

1. What lines will I want to edit to edit syringe healing values? I want to deviate from only doing "no medic" builds without actually going to a server and playing with a medic

2. How do i stop KF2 from overwriting my TrueSoloMut.INI file? Every time i open the game, all my edits are undone.
Dr. Smoke 17 Feb, 2022 @ 2:05pm 
Check out the latest mod I made XD. Apparently, people are liking the idea! XD
Macrollium  [author] 16 Feb, 2022 @ 11:01pm 
Sure thing, have a go at it.
Dr. Smoke 16 Feb, 2022 @ 5:43pm 
Hey @Macrallex, I want to modify your mod to create a mod that gives players the syringe ONLY. And have them modify it. Do I have your permission for that?
Note: I will be using the old form of your mod.
Macrollium  [author] 16 Jun, 2021 @ 3:14pm 
Since I'm still unaware of the circumstances under which you encountered the problem described, I can only put forward two likely possibilities:

Either you're using a mix of incompatible files that at some point refused to collectively auto-update or you're not using the INI properly. Since you mention attempting updates multiple times, I'd say the problem here is likely the latter.

If that turns out to not be the case, then I recommend a fresh install of the mutator. Unsubscribe to it and manually ensure that any lingering files of it in the file locations mentioned here are deleted if they somehow still refuse to automatically update.

I'm not experiencing the issue you describe with my copy of the INI. I've found the values you mention to be functional.

Can you tell me what you're trying to do through the INI, exactly what you did in attempting to achieve it, and any other factors you believe may be relevant to the issue you're experiencing?
Dr. Smoke 16 Jun, 2021 @ 4:48am 
Did you use the file I gave you?
It contains modified factors in the DamageScales and the universal syringe healing factors. These factors don't do anything when changed. Yes the default is one, I set them to 35 and nothing is working
Macrollium  [author] 14 Jun, 2021 @ 10:22pm 
I'm still unaware of the circumstances under which you experienced this issue. After going through the INI usage instructions I've written here, I've found the variables you mention to be working as intended. The 1s for their "mutator default" values are just that - the values I gave them in the mutator's most recent update. These types of values are labelled as having no relation to any vanilla ones outside of value sections meant to replicate vanilla values - the Active by Default and Default sections throughout the INI. The values you mention in particular are meant to be customized first before usage as the default values I gave are quite silly to anyone wanting to play a serious match.
Dr. Smoke 13 Jun, 2021 @ 5:25pm 
Any updates?
Dr. Smoke 28 May, 2021 @ 1:45am 
https://we.tl/t-ZdDXVkMPEG
Here is my ini config for the mod, I tried to update it multiple times though
Macrollium  [author] 24 May, 2021 @ 10:53am 
I can't reproduce the issue you're describing. Testing shows these variables working as intended. Can you describe the general process you went through using the INI that lead up this issue?
Dr. Smoke 21 May, 2021 @ 5:31pm 
I've just noticed that the SyringeHealAmountUni and SyringeRechargeUni have no effect on the game (even after turning UseUniversalSyringe=true) for some reason.
Also, the values written in the description are 1. Is this accurate?
Dr. Smoke 4 Apr, 2021 @ 8:02pm 
Yes, I'm sure of it too
but messing with the ini or having an old one could result in the issue he described
Macrollium  [author] 31 Mar, 2021 @ 6:33am 
The INI is definitely included, installing properly, and functioning.
Dr. Smoke 31 Mar, 2021 @ 3:27am 
I know why the crawlers aren't attacking him.. because the ini is not existing.. which means the mod modifies their speed to zero. You need to check if the ini file is there, or is in the latest version
Macrollium  [author] 28 Mar, 2021 @ 11:16pm 
@applejuck Are you using any other modifications? This mutator shouldn't affect AI behavior with the exception of re-enabling the Matriarch's sprinting when CD is simultaneously used.
applejuck 27 Mar, 2021 @ 4:24am 
Good mutator. But something wrong, and crawlers do not attack to me.
Dr. Smoke 20 Mar, 2021 @ 3:36am 
I will update the mod and tell you what I find
Macrollium  [author] 19 Mar, 2021 @ 6:19am 
Even still, the issue you describe is strange on first glance as the block of code controlling giving the Syringe to players is itself very old. It's existed all the way back from the first release of this mutator and has been largely untouched since then with the exception of some comment and log production edits. Even more specifically, the base format of that code block came from HickDead's ArmorWelder [github.com]. So even if you are using an outdated version of the mutator, I wouldn't think that function would have a reason to not work properly.

Still, just to eliminate one potential issue off the bat - again - update the mutator files on your server and/or client and see if that changes anything. I don't think it should, but maybe it might somehow. After that, we can more easily work from there.
Macrollium  [author] 19 Mar, 2021 @ 6:17am 
Assuming you're referring to how the Syringe is named in the inventory menu, then it seems you must be somehow using a very early build of this mutator. The Syringe should be labelled: "The Real Medical Syringe" as per the mutator's INT localization file.

Redownload the mutator on your server and/or client, check the file dates to be sure the game updated them properly as it sometimes doesn't, and see if that resolves things.
Dr. Smoke 18 Mar, 2021 @ 8:47pm 
Also, did you remove the name of the syringe: The True Solo Syringe?
because if you didn't I might have to recheck something
Macrollium  [author] 18 Mar, 2021 @ 7:52pm 
I'm looking into it, but can you describe the circumstances under which you encountered this issue?
Dr. Smoke 17 Mar, 2021 @ 8:52am 
There seems to be a bug in your code that doesn't give the medical syringe to all players.
I've written a code here that will help you fix it
Note that ModifyPlayer function modifies only the first player in the server
I included a foreach loop that would find player pawns for you to use them with the replacesyringe(P) function
https://github.com/humam2104/TrueSolo/blob/main/TruesoloFix
Macrollium  [author] 16 Mar, 2021 @ 12:54am 
The existence of this set's values within the INI is intended to just be for debugging purposes so that everyone can easily see what exactly the values are for the set and what variable names they belong to. Although, users can still edit them to effectively create two customized sets of values for Zeds that they can freely swap between with the set's boolean trigger, I don't recommend this as the set's entire purpose is to be a convenient, at will reset option.

This set is primarily intended for users who no longer wish the use the customizations they made to Zeds with the variable sets labelled as active by default but don't want to tediously undo them one-by-one or replace the INI entirely from either a backup or redownload. By ticking the Defaults' booleans to "true" the values located in these sections should override other user customizations and make the mutator behave as it does freshly downloaded.
Macrollium  [author] 16 Mar, 2021 @ 12:54am 
The universal value sets are meant to be customized. It's now more clearly explained in the INI that in their case, the "Mutator Default" comment lines are not tied to any vanilla game values and just what I decided to ship with the mutator. In this case, that's "1.0".

The "Default" values are part of the Default variable sets whose purpose is explained further in the guide I put up within the INI.
Dr. Smoke 16 Mar, 2021 @ 12:26am 
SyringeHealAmountUni, SyringeOthersHealAmountUni,SyringeRechargeUni ,SyringeOthersRechargeUni don't have a default value of 1. it's confusing that you wrote that.. especially since these are not multipliers. Can you fix that please?
Also, The "Default" values you've written in the ini file have no use, so I would suggest that you define them as var int instead of var config int
So that they don't show up in the ini file
Macrollium  [author] 16 Mar, 2021 @ 12:15am 
The last two of the mutator's finalization passes have been released in one revisionary update, marking the end of the mutator's active development. More details on what this means can be found in the most recent change notes and also on the TO-DO list I posted up in the discussions section.
Macrollium  [author] 7 Feb, 2021 @ 10:33am 
Three dedicated sessions for comment code expansion, overall source code revision, and in-game testing with further revision if necessary. These finalization passes are specifically intended to finalize the mutator's active development, barring hotfixes, by thoroughly ensuring proper functionality and a source code format I find acceptable. Since there hasn't been a lot of focus towards these things at all throughout the mutator's development thus far, let alone updates dedicated to it, these passes repay the accumulated debt towards polishing the mutator. You can keep tabs on these updates on the TO-DO list I've posted up.
Dr. Smoke 7 Feb, 2021 @ 8:01am 
What do you mean by finalization passes?
Macrollium  [author] 7 Feb, 2021 @ 1:56am 
The first of the mutator's 3 finalization passes has been completed and released.
Macrollium  [author] 7 Jan, 2021 @ 7:49am 
Just checked it out, awesome run Huwhyte! Pleased to see the mutator working properly and that you enjoy it. I've been meaning to post multiple series of solo runs myself once I've officially finalized the mutator, so it's reassuring to see others do so beforehand.
Poor huwhyte Carl 6 Jan, 2021 @ 8:12pm 
Last month recorded probably my most challenging solo run so far with the True Solo mutator. Thanks, great mod! https://www.youtube.com/watch?v=B2UWNk4cVY0
Macrollium  [author] 5 Jan, 2021 @ 9:40am 
You have to compile your scripts, yes. Afterwards, you can run a CMD line to test your unpublished script but you must manually copy and paste your INI and localization files to the proper locations first.
Dr. Smoke 5 Jan, 2021 @ 9:30am 
Do I have to brew the mod to see it?
Macrollium  [author] 5 Jan, 2021 @ 9:24am 
If you've already scripted a new knife, then I'm sure all you'd need to do is just take the format of my own INT for instance and just replace the relevant information. Since there's only one block in there in this case - the class name, item name, and item category would need to be replaced.
Dr. Smoke 5 Jan, 2021 @ 8:35am 
And how can I do that? Right now everything works but the knife has the name "Weapon" on it
Macrollium  [author] 5 Jan, 2021 @ 7:52am 
For assigning a new name by itself, no. Although you do have to assign it to a new or replacement class for a weapon or tool you did script.
Dr. Smoke 5 Jan, 2021 @ 5:31am 
So No need to write something in the code?
Macrollium  [author] 5 Jan, 2021 @ 5:19am 
I assign a name to my replacement Syringe through a localization file. [github.com]
Dr. Smoke 5 Jan, 2021 @ 1:56am 
Do you mind telling me how did you change the name of the syringe in game? I created a knife mod but the knife appears as "Weapon". Thanks
Dr. Smoke 2 Jan, 2021 @ 6:13pm 
I think you would be interested in this:
https://github.com/Zinggi/UnrealScriptIDE
it's a plugin that helps you read and write code in Sublime text 3 (used by most programmers).
It has colours, auto-complete and a lot of other features
Macrollium  [author] 2 Jan, 2021 @ 3:40pm 
Yeah, that's the only downside. In order to update the mutator, server owners will have to manually check for updates then undo the slashes to let the server actually update it. After that, they'll also have to restore custom values from a backup.

Fortunately, this mutator now is pretty close to how it'll remain so anybody who misses updates in the near-future wouldn't be missing out on too much.
Dr. Smoke 2 Jan, 2021 @ 3:35pm 
Yeah, but becareful since your updates will not reach users this way since the server won't be updating itself. your subscribers would have to manually update their servers
Macrollium  [author] 2 Jan, 2021 @ 3:28pm 
I've tested the "//" method again and the mutator still functions properly, edits are maintained, and the Config INI copy still retains all comments. From the looks of it, the only thing wrong with the most recent instructions was which INI copy to edit.

For the client, it's the workshop folder's master copy.

For servers, you slash comment the workshop integration line for the mutator in the file mentioned below then edit the Config copy directly.
Dr. Smoke 2 Jan, 2021 @ 3:18pm 
In your case, yes and yes. the // disables the overwriting (if you add the ini to the steam workshop tool). because in that case it will consider the ini file part of the mod itself, and whenever they change it the server will reset it thinking that it's updating it.
But there's no way around this // method. Otherwise your ini will be commentless just like mine.
I intend to explain mine in the description since it's a simple one though
Macrollium  [author] 2 Jan, 2021 @ 3:16pm 
Wait, you mentioned earlier that putting "//" before this mutator's subscription line in PCServer-KFEngine.ini allowed players to still download the mutator, and doing that also stops the mutator from being overwritten by the server. Are both of these true?
Dr. Smoke 2 Jan, 2021 @ 3:09pm 
Note: Saveconfig() only works properly if you have two folders: Classes and Config in your src/mod folder
Dr. Smoke 2 Jan, 2021 @ 2:38pm 
saveconfig() will only be functional once you start the server (or play solo) and the game can't find an ini file then it would create one
Dr. Smoke 2 Jan, 2021 @ 2:37pm 
if saveconfig() is deleting all the comments then it's not identifying the current file, which is logical is they're not identical I guess?
using saveconfig() will only save the variables to their values (set in code before you say saveconfig()).
Check the source code of my mod for more information.
Also, it will only write the variables. So I guess it's probably better if you keep things the way they are since your ini file is really long and complex.
I guess we learned something today
Macrollium  [author] 2 Jan, 2021 @ 2:24pm 
When the INI file is included, SaveConfig(); deletes all comments in the Config copy of the INI and servers will still overwrite the master copy in an attempt to update it.