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I had 5328mk in bank, took a mission that would pay 1600mk
Controlled to one character, gave that character 1000mk and set his salary to 10%
Controlled another character, gave him 500mk and set his salary to 15%
Began (Switched round) and Finished mission, awarded 1600mk.
1st character new salary 1160mk (1600 * 0.1 => 160 + 1000)
2nd character new salary 740mk (1600 * 0.15 => 240 + 500)
New Bank = 6528 ( 1600 * 0.75 => 1200 + 5328)
As far as i can see this works as intended - I havn't tried with other players in the lobby however, that could screw it some stuff...
Can you reproduce these steps? Give a character an initial amount, and set their salary to something easy (like 10%) and finish a single mission. See if that changes anything
Reinstall client-side lua and if that doesn't work try disabling other mods (one of them might be crashing it)
Are you using custom jobs?
When you say "Overwritten" do you mean the inventory or the whole character is being replaced with an assistant thats lvl 1?
If clones of player characters starts appearing that would indicate that the mod fails to bind characters to the appropriate account - But if the entire character is replaced that could either point to an issue when saving player data upon map change, or that the data cannot be read upon loading the save file
Unless it starts happening frequently or we manage to find steps to reproduce it, There is currently no way to telling what exactly failed
You can run a RegEx on the character xml to convert players, but I'd recommend that you'd give the user a UI or something to choose who will be saved since it has everyone who has ever played with them on it.
I'd love to make a pull request with my change, but sadly I don't know C#, but if I get the chance to do it, I will give it a push for you to look at.
TLDR; Your work does not work for campaigns with characters that already exist, such as a end game campaign. You have to change the character XML to support your PIPE.
To be perfectly candid, i only stepped in when Hoist The Sails broke the mod entirely... All credit for its conception and creation goes to Oiltanker
I was however under the impression that character inventories etc... were stored separately from the regular "campaign" save... and then merged when re-creating the characters
But im not sure where in the code i read that, on a closer inspection last night it does seem like everything is stored in the regular campaign save
As for including it in a pre-existing save... I think this should be possible, atleast according to the tests i´ve ran - but there could be some underlying issue here that doesn't quite wanna play ball
When using the mod, I noticed that it will overwrite the `Save_CharacterData.XML` without the steam characters and create new PIPE characters when people join into it. [/csharp/server/mcmsave.cs]
Although, in the description of this mod, it states "ALWAYS keep your campaign files backed up". So I'm assuming that it's on purpose to not bring over the characters.
Hindsight: It would be nice to convert the players who join into an AI of the .old.XML of their saved character data. Via creating a new `Save_CharacterData.XML.old` for checking if a player already has a character. It's an easy convert since I've done it via Regex by changing steam ids to PIPE(and changing steam-id to what you had in yours).
This is really cool especially if every medic leaves the game after 10 minutes.
Thank you for contributing on this amazing mod.