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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.
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.
Note: I will be using the old form of your mod.
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?
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
Here is my ini config for the mod, I tried to update it multiple times though
Also, the values written in the description are 1. Is this accurate?
but messing with the ini or having an old one could result in the issue he described
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.
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.
because if you didn't I might have to recheck something
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
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.
The "Default" values are part of the Default variable sets whose purpose is explained further in the guide I put up within the INI.
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
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
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.
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.
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
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