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A Hat in Time Script Repository
(v0.5)
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Save Config Value
#Kismet
A custom Kismet node for modifying GameMod configs!
This node can modify any int config variable in the specified GameMod class. Based on SuperInkLink's Has Config Value node.
NOTE: You may want to edit the value of ObjCategory to something unique, so you can tell this node apart from other copies in other mods.
/** * A node to modify the value of a GameMod config. * Based on SuperInkLink's Has Config Value script. */ class Drew_SeqAct_SaveConfigValue extends SequenceAction; /* The gamemod class to modify the config for. Format: ModFolderName.GameModName */ var() string GamemodName; /** Name of the config variable to modify. */ var() Name ConfigName; /** New value to set the config to. */ var() int NewValue; event Activated() { local class<GameMod> GamemodClass; if (GamemodName != "") GamemodClass = class<GameMod>(class'Hat_ClassHelper'.static.ActorClassFromName(GamemodName)); else { `broadcast("[" $ self $ "] ERROR - a GameMod name was not specified!"); return; } if (GameModClass == None) { `broadcast("[" $ self $ "] ERROR - Could not find GameMod class " $ GamemodName); return; } if (GamemodClass.static.SaveConfigValue(GamemodClass, ConfigName, NewValue)) { // Great, everything worked correctly! return; } else { `broadcast("[" $ self $ "] ERROR - failed to set config variable " $ PathName(GameModClass) $ ":" $ ConfigName $ " = " $ NewValue $ ". Does the variable exist?"); } } defaultproperties { ObjName = "Save Config Value" ObjCategory = "Give me a custom category!" bCallHandler = false VariableLinks.Empty VariableLinks(0) = (ExpectedType=class'SeqVar_Int', LinkDesc="New Value", PropertyName=NewValue) }