Killing Floor

Killing Floor

Server Achievements
P-Gaz 9 May, 2013 @ 6:09am
Create a achievement pack problem
Hello, excuse me for the comment, so i have read the tuto to create a mutator[forums.tripwireinteractive.com]
thanks I understand the principles.
But Nothing Work i have try different thing :
  • I have make a copy of "FunAchievements.uc", rename it on "TestAchievements.uc" and place it in ..\Steam\SteamApps\common\KillingFloor\KFMod\Classes.
  • In "ServerAchiementPac.int" i have copy the line of [FunAchievements] and rename By [TestAchievements], and change the ligne packName="Fun Pack" in packName="Test Pack".
  • In TestAchievements.uc i change the class by TestAchievements and defaultproperties by packName= "Test Pack".
  • And Finaly in the ServerAchievement.ini i make the line
    achievementPacks=ServerAchievementsPack.TestAchievements.
And nothing work, and i don't know but when i close the game after test, the last line in
ServerAchievements.ini disapear.
I appreciate your help, thanks.
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Showing 1-8 of 8 comments
scary ghost  [developer] 9 May, 2013 @ 9:49pm 
Why are you putting the file in KFMod\classes? Are you sure you understand the basics of writing a KF mod? The tutorial clearly states how you need to setup the file directory in step 1
Mr.Wuebec 24 Jul, 2013 @ 7:08pm 
Hi,
My custom packs work fine. But, at the end game, my achievements aren't always saved. It's random. Do you know a way to force the save, with a code, or function?
thx for your time
scary ghost  [developer] 25 Jul, 2013 @ 4:29am 
Originally posted by Mr.Quebec:
Hi,
My custom packs work fine. But, at the end game, my achievements aren't always saved. It's random. Do you know a way to force the save, with a code, or function?
thx for your time

By default, the data is saved when the game ends. Are you trying to trigger something when the game ends or when a wave ends?
Mr.Wuebec 25 Jul, 2013 @ 3:27pm 
Yes, I use some Event matchEnd and WaveEnd (on multiple achievement pack), but they don't active functions. I use too a "global config" variable, using only on matchStart.


Here, you can see that I don't use the function "addProgress()"

//////////////////////////////////////
function Timer() {
while (i<6)
{
achievements.Progress = default.experienceTot; [/b]
if (achievements.Progress >= achievements.maxProgress && achievements.Completed == 0)
{
Controller(Owner).Pawn.PlaySound( Sound'KF_InterfaceSnd.PerkAchieved',,1.0,,600.f);
if (i==0) {achievementCompleted(ExpIndex.LEVEL_B);}
if (i==1) {achievementCompleted(ExpIndex.LEVEL_C);}
if (i==2) {achievementCompleted(ExpIndex.LEVEL_D);}
if (i==3) {achievementCompleted(ExpIndex.LEVEL_E);}
if (i==4) {achievementCompleted(ExpIndex.LEVEL_F);}
if (i==5) {achievementCompleted(ExpIndex.LEVEL_G);}
}
i++ ;
}
}
///////////////////////////////////

Is it a problem?

thx for your answer
Mr.Wuebec 25 Jul, 2013 @ 5:45pm 
Ho, I test my achievement packs one by one, then all, and the progresison works fine now. I don't know if your update change something, or if it's because a didn't use the bots mutator. But now, they work fine. If I found what affect the saving, i will tell you. thx for your time again.:smartsam:
scary ghost  [developer] 25 Jul, 2013 @ 11:10pm 
Originally posted by Mr.Quebec:
Ho, I test my achievement packs one by one, then all, and the progresison works fine now. I don't know if your update change something, or if it's because a didn't use the bots mutator. But now, they work fine. If I found what affect the saving, i will tell you. thx for your time again.:smartsam:

I didn't change anything to the saving in the last update. However, saving can be buggy if you are hosting a listen server or playing solo. If the host leaves the game before it officially ends, then achievement progress won't save. Everything works fine on a dedicated server.
Rye 13 Sep, 2013 @ 5:52pm 
HOW DO I MAKE A .UC FILE?!
scary ghost  [developer] 16 Sep, 2013 @ 2:55am 
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