I coded this and I changed certain game settings within Game Type derived from KFGametype, but it doesn't seem to compile:
Here is an interesting bit of coding where I didn't know what to do, so I just went with the flow:
The problem with compiling was the Specimen Spawn List,, so I went in and took it out because I couldn't fix the error, and when I went to go play the game, nothing would spawn.
My question is, How would I go about creating a new difficulty that will show in game?
Code:
// ===================================
// DIFFICULTY VALUES
// ===================================
// Set difficulty based values
// =====================
// ARK'S CUSTOM DIFF.
// =====================
if ( GameDifficulty >= 8.0 ) // Extinction
{
TimeBetweenWaves = TimeBetweenWavesExtinction;
StartingCash = StartingCashExtinction;
MinRespawnCash = MinRespawnCashExtinction;
}
else if ( GameDifficulty >= 7.0 ) // Hell on Earth
{
TimeBetweenWaves = TimeBetweenWavesHell;
StartingCash = StartingCashHell;
MinRespawnCash = MinRespawnCashHell;
}
else if ( GameDifficulty >= 5.0 ) // Suicidal
{
TimeBetweenWaves = TimeBetweenWavesSuicidal;
StartingCash = StartingCashSuicidal;
MinRespawnCash = MinRespawnCashSuicidal;
}
else if ( GameDifficulty >= 4.0 ) // Hard
{
TimeBetweenWaves = TimeBetweenWavesHard;
StartingCash = StartingCashHard;
MinRespawnCash = MinRespawnCashHard;
}
else if ( GameDifficulty >= 2.0 ) // Normal
{
TimeBetweenWaves = TimeBetweenWavesNormal;
StartingCash = StartingCashNormal;
MinRespawnCash = MinRespawnCashNormal;
}
else //if ( GameDifficulty == 1.0 ) // Beginner
{
TimeBetweenWaves = TimeBetweenWavesBeginner;
StartingCash = StartingCashBeginner;
MinRespawnCash = MinRespawnCashBeginner;
}
InitialWave = 0;
PrepareSpecialSquads();
}
else
{
bCustomGameLength = true;
UpdateGameLength();
}
LoadUpMonsterList();
}
function NotifyGameEvent(int EventNumIn)
{
if( KFGameLength != GL_Custom )
{
if(MonsterCollection != class'KFMonstersCollection' )
{//we already have an event
if(EventNumIn == 3 && MonsterCollection != class'KFMonstersXmas')
{
log("Was we should be in halloween mode but we aren't!");
}
if(EventNumIn == 2 && MonsterCollection != class'KFMonstersHalloween')
{
log("Was we should be in halloween mode but we aren't!");
}
if(EventNumIn == 0 && MonsterCollection != class'KFMonstersCollection')
{
log("Was we shouldn't have an event but we do!");
}
return;
}
}
else
{
//if we've already decided on doing an event, return
if(EventNum != EventNumIn && EventNum != 0)
{
return;
}
}
if(EventNumIn == 2 )
{
MonsterCollection = class'KFMonstersHalloween';
}
else if(EventNumIn == 3 )
{
MonsterCollection = class'KFMonstersXmas';
}
//EventNum = EventNumIn;
PrepareSpecialSquads();
LoadUpMonsterList();
}
Here is an interesting bit of coding where I didn't know what to do, so I just went with the flow:
Code:
function GetServerInfo( out ServerResponseLine ServerState )
{
super.GetServerInfo(ServerState);
if ( GameDifficulty == 1.0 )
{
ServerState.Flags = ServerState.Flags | 32;
}
else if ( GameDifficulty == 2.0 )
{
ServerState.Flags = ServerState.Flags | 64;
}
else if ( GameDifficulty == 4.0 )
{
ServerState.Flags = ServerState.Flags | 128;
}
else if ( GameDifficulty == 5.0 )
{
ServerState.Flags = ServerState.Flags | 256;
}
else if ( GameDifficulty == 7.0 )
{
ServerState.Flags = ServerState.Flags | 512;
}
else if ( GameDifficulty == 8.0 )
{
ServerState.Flags = ServerState.Flags | 1024;
}
}
The problem with compiling was the Specimen Spawn List,, so I went in and took it out because I couldn't fix the error, and when I went to go play the game, nothing would spawn.
My question is, How would I go about creating a new difficulty that will show in game?