Replace M7A3MPickup with IJCWeaponPack-W2.M7A3MPickup as the compiler does not know where the class file for the weapon is. IF it's in the same classes folder then your code would work.
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[General]
Port = 6000
Password = "Pass" [/ quote]
what I put in "port 6000"?
which I put password? can be any one?
[ServerPerksV4.ServerPerksMut]
RemotePort = 6000
bUseRemoteDatabase = True
RemoteDatabaseURL = 192.168.1.33
RemotePassword = Pass [/ quote]
"RemtePort" which door do I get? leaves the same port?
"RemoteDatabaseURL = 192.168.1.33" I put that ip? internal or external ip?
"RemotePassword" Any password for??
I want this kind of dedicated work! look at the link:
http://forums.tripwireinteractive.com/showthread.php?t=30579
You know you can also use #exec obj load file="IJCWeaponPack-W2.u" in the script to force compiler to load it (this way you don't need to add a bunch of EditPackages before compiling your mod), however this does not work if you plan to subclass any classes from that mod.Inside the KillingFloor.ini, go to the EditPackages section and ontop of your ServerPerks mutator, put EditPackages=IJCWeaponPack-W2. This is so it knows it can look inside for the classes.
I didn't know that. Cheers for that. I always thought that was usually for the materials for example, sounds and textures.You know you can also use #exec obj load file="IJCWeaponPack-W2.u" in the script to force compiler to load it (this way you don't need to add a bunch of EditPackages before compiling your mod), however this does not work if you plan to subclass any classes from that mod.
Anyone know how to fix this? I need this so I can see who is glitching/cheating so kicks/bans can be made.
EDIT: I think I know where abouts it is but not sure on how to fix it.
Code:// Dead Players see Red if( !PlayerOwner.IsSpectating() ) { C.SetDrawColor(255, 255, 255, GrainAlpha); C.DrawTile(SpectatorOverlay, C.SizeX, C.SizeY, 0, 0, 1024, 1024); }
EDIT: Above code isn't really anything to do with it as I tested this. I also noticed another problem with the HUD. If you move a certain distance away from the other players (while playing), the player information disappears like the spectator view does.
Any chance on a fix someone?
EDIT: This didn't work.
this is commited in the latest version? (v4.38)fix.
1.Weapon bonus doesn't match when spawn.
2.Perk doesn't change when shop time.
I have the same problem!there is something, i just notice but it is not that serious though.
quick perk selection in trader menu, there is one blank perk icon there. i mean there is really a perk there, you can select it, but it doesn't show the icon. i use only the 7 original icon for each perk...
ps. is it just me having a problem ? no just find some pic from ro_source in previous page
> Perk doesn't change when shop time.Already fixed, aswell as added some other stuff, check out first post for links.
KFPCServ.uc
Code:
before
function SendSelectedVeterancyToServer(optional bool bForceChange)
after
function SendSelectedVeterancyToServer(optional bool bForceChange)
{
// Perk Select fix
if( ServerStStats(SteamStatsAndAchievements)!=none )
ServerStStats(SteamStatsAndAchievements).WaveEndSwitch();
}
ServerStStats.uc
Code:
Class ServerStStats extends KFSteamStatsAndAchievements;
var ClientPerkRepLink Rep;
var StatsObject MyStatsObject;
var KFPlayerController PlayerOwner;
var ServerPerksMut MutatorOwner;
var bool bHasChanged,bStatsChecking,bStHasInit,bHadSwitchedVet,bSwitchIsOKNow,bStatsReadyNow;
// Perk Select fix (add)
var bool bHasChangedGameType;
before
function WaveEnded()
{
if( SelectingPerk!=None )
{
bHadSwitchedVet = false;
bSwitchIsOKNow = true;
ServerSelectPerk(SelectingPerk);
bSwitchIsOKNow = false;
}
}
after
function WaveEnded()
{
// Perk Select fix
if( bHasChangedGameType )
{
bHasChangedGameType = false;
}
else
{
bHadSwitchedVet = false;
bHasChangedGameType = false;
}
}
function WaveEndSwitch()
{
// Perk Select fix (add)
if( SelectingPerk!=None )
{
bHadSwitchedVet = false;
ServerSelectPerk(SelectingPerk);
// Call from KFGameType flg
// KFGameType -> (KFPlayerController)KFPCServ.SendSelectedVeterancyToServer
bHasChangedGameType = true;
}
}
Yes it's a bug, the ping value should be shown times 4 (8 X 4 = 32 etc..).I don't know if this is a bug but in the scoreboard, the pings reported aren't accurate. I normally get a ping of 40 and what's reported is 8-9. Also, a player from China connecting to a US server has a ping of 52. Is this a bug or am I misinterpreting the numbers? Thanks.