Hey there, is it possible to add the holy hand grenade to a players inventory? i use serverperksv4 and i can add nearly everything to a players inventory, but I'm not sure what to write for a Holy, cause i already read in another thread that there's no pickup class. but however i do know a server where they already did it and added it to the players inventory. For example the law is added like that: KFHumanPawn(P).CreateInventoryVeterancy("KFMod.LAW", GetCostScaling(KFPRI, class'LAWPickup'));
maybe it's possible to add them like that: KFHumanPawn(P).CreateInventoryVeterancy("SlotsAddOn.HolyHandGrenade", GetCostScaling(KFPRI, class'HolyHandGrenade')); ? thanks for any reply
P.CreateInventory("SlotsAddOn.HolyHandGrenade");
Simple as that.Code:P.CreateInventory("SlotsAddOn.HolyHandGrenade");
BTW, dont forget to rename the package name to avoid version mismatch problems... [/QUOTE
Thanks mate but would you need to rename? I mean if your making an addon for teh slots the mutator stays the same.
But good advice if your changing main files then be sure like stated to change the name as alot of people run this (as of every other mod Marco has made ) so there could be big probs if you dont
Here are the things I have tried but all have failed....
Added to command line ?Mutator=MutSlotMachine.MutSlotMachine
Added to killingfloor.ini ServerActors=MutSlotMachine.MutSlotMachine
Added to killingfloor.ini ServerPackages=MutSlotMachine.MutSlotMachine
Added to killingfloor.ini ServerPackages=MutSlotMachine
Just some background info about the server: Currently running and working are ServerPerksMut, KFMaxPlayers, MutKillMessageV2, MutKFAntiBlocker.
Neither of those are correct either, you do not need to mess with ServerActors nor ServerPackages. You should just add the mutator to active mutators the same way you added serverperks, KillMessages or AntiBlocker mutators.
That is what happens when you don't setup your Mapvote properly. Put that mutator into your mapvote configurations and it's all go.