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PC Custom Gamemodes not recognized by KFSeqEvent_LevelLoaded results in broken Maps

Delta69er

Grizzled Veteran
Sep 13, 2017
176
73
Category: Code, Level Design, Kismet

Reproducibility: Always

Summary: Custom Kismet Node does not recognize custom gamemodes resulting in broken maps

Description:
Honestly I should've reported this last update.

The new custom kismet node does not recognize custom gamemodes even if they Extend/are Children of the official gamemodes. Maps like Santa's Workshop become unplayable due to kismet nodes not being fired. In the case of Santa's Workshop, doors do not open, yet the entire map's spawns become active.

Current gamemodes on the workshop like Zedternal and Extended Weeklies become unplayable. Future gamemodes will also suffer the same issue.

Quick solution to provide an additional catch all node for custom gamemodes for when it can't identify what gamemode is running. ie; "Custom".

Within KFGRI's GetKFSeqEventLevelLoadedIndices() adding an else statement when GameClass.Name != anything official and assigning it to a new Index for 'Custom' gamemodes would work, provided KFSeqEvent_LevelLoaded is also updated for the new node.

This seems like a very simple and fast fix for supporting mods.

Though ultimately, a more elegant solution would be to allow the GameInfo to determine what gamemode it thinks it is. eg: Variable available to allow modders to determine if the mode is survival/weekly/endless/objective like.

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