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NxLabs / Insurgency: Sandstorm

Map Vote Labels

By RareK

Add labels to your map vote menu entries defined in your mapcycle entries. Restores "Other Scenarios" button.

Map Vote Labels

Description

MUTATOR: MAPVOTELABELS

FYI, you don't need this mod to enable the Other button, NWI has added a config option. Other button will crash the game in local-play (game bug). Not sure if this config is synced from server -> client though.

[/Script/Insurgency.SABERUtilsWidget] bDisableOtherScenariosButton=false


This mod will override or add a label to the game's map voting menu options. This mod does not replace HUD, it searches for the child NWI UI widgets, so it should work with any HUD mod mod that doesn't outright replace those. Also recently restores the "Other Scenarios" button and enables full map cycle control in local play (see bottom).

See the first image for reference; you can override the LEVEL text, MODE&SCENARIO text as-well-as append a LABEL to the existing Mode&Scenario line text.

This mod reads from UnrealEngine4's travel ,Options="" which can be added just like ,Lighting="" or ,Mode="" to your mapcycle entries.

The ,Options="" syntax supposedly reads like this

,Options="?Parameter?ParameterKey=Value?Parameter2=StringValue With Space"


The options this mod uses are:

Label= Adds this label's value to the end of the modes/scenarios line (see first mod image). A space is already placed before the label.

LabelOverrideScenario= Overrides the modes/scenarios text line before any labels (Lowercase and Uppercase is valid)

LabelOverrideLevel= Overrides the level text line (Lowercase and Uppercase is valid)

Examples:

(Scenario="Scenario",options="?Label=Pistols Only") (Scenario="Scenario",options="?Label=Frenzy") (Scenario="Scenario",options="?LabelOverrideScenario=ZOMBIEPOINT SECURITY") (Scenario="Scenario",options="?LabelOverrideLevel=SHORTNAME")

Combined example syntax:

(Scenario="Scenario",options="?Label=Pistols Only?LabelOverrideScenario=Zombiepoint Security?LabelOverrideLevel=ShortName")


Extra game.ini config (Defaults shown, not needed to run);

[/MapVoteLabels/Mutator/MapVoteLabels.MapVoteLabels_C] ;This lets you adjust the update time to edit the map entrys and other logic (Runs after round end and stops on round active) LoopUpdateTime=0.5 ;Unhides the "Other Scenarios" button and 3 nodes of logic to make it work. RestoreOtherScenariosButton=True ;If set to true, will hide the "Play Again" button RemovePlayAgainButton=False


FYI EXAMPLE FOR LOADING DIFFERENT MUTATORS WITH YOUR MAPCYCLE:

Your startup -Mutators="" are always loaded, (ie they are added onto whatever you set in Options="mutators=")

Mutators (in both -Mutators="" AND Options="mutators=" ) will remain loaded on the next mapcycle if unchanged.

Therefore, you will need to edit your other mapcycles to clear the additional mutators every entry like this:

(Scenario="Scenario",Options="?mutators=?")

Then your "Frenzy" mapcycle would look like this

(Scenario="Scenario",Options="?mutators=Frenzy?")

And with a label; like this:

(Scenario="Scenario",Options="?mutators=Frenzy?Label=Frenzy")

Provided -Mutators="MapVoteLabels," is in your starting mutators

If you wanted your start map to have frenzy then have a map without it later, remove Frenzy from -Mutators and edit your -ModDownloadTravelTo= startup line, for example:

-ModDownloadTravelTo=LEVEL?Scenario=SCENARIO?"mutators=Frenzy"



LOCAL PLAY MAPCYCLE

If this mod is run in local play it will enable the player to control the mapcycle with the same mutator control as on servers. By default in local play the mapcycle defaults to a PVP cycle that cannot be modified or adjusted with mutators.

To launch the local mapcyle use a command like the following with MapVoteLabels

open Bab?Scenario=Scenario_Bab_Checkpoint_Security?Mutators=MapVoteLabels

This will end the match immediately after starting and skip to the mapcycle. The mapcycle can be defined similarly to that on a server, but within the game.ini like below:

[/MapVoteLabels/Mutator/MapVoteLabels.MapVoteLabels_C]  ;The Mutators variable sets a string of mutators that will be applied to all maps in the mapcycle. MapVoteLabels should be in this list Mutators=MapVoteLabels,BulletSponge,RoundProgress,CoopHUD

;Add a Map value for every map/mode/mutator combination you want in your mapcycle ;The following are examples how you can configure for different modes, lightings, and mutators. None of these mutator combinations are required. Map=(Scenario="Scenario_Bab_Checkpoint_Security",Lighting="Day",Options="?mutators=SpecialOperations,FullyLoaded?Label=FullyLoaded") Map=(Scenario="Scenario_Citadel_Survival",Lighting="Night",Options="?mutators=SpecialOperations,ScaleSurvival?") Map=(Scenario="Scenario_Farmhouse_Checkpoint_Insurgents",Lighting="Day",Options="?mutators=AllYouCanEat,ISMC_Casual?Label=ISMC") Map=(Scenario="Scenario_Tell_Checkpoint_Security",Lighting="Day",Options="?mutators=AllYouCanEat,ISMC_Casual?Label=Frenzy") ;See PVP Modes mod for how to use PVP modes in local play Map=(Scenario="Scenario_Gap_Frontline",Lighting="Day",Options="?mutators=SpecialOperations,PVE,2F")

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