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Class'Engine.Engine'.Default.AudioDevice = Class<AudioSubsystem>(DynamicLoadObject("Galaxy.GalaxyAudioSubsystem",Class'Class'));
Class'Engine.Engine'.Static.StaticSaveConfig();
How to make so that entries were without "Class''"?
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Class'Engine.Engine'.Default.AudioDevice = Class<AudioSubsystem>(DynamicLoadObject("Galaxy.GalaxyAudioSubsystem",Class'Class'));
Class'Engine.Engine'.Static.StaticSaveConfig();
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[XC_Engine.XC_GameEngine]
...
ServerActors=IpDrv.UdpBeacon
ServerActors=IpServer.UdpServerQuery
GameRenderDevice=Class'D3D9Drv.D3D9RenderDevice'
AudioDevice=Class'Galaxy.GalaxyAudioSubsystem'
Console=Class'XConsole.XConsole'
NetworkDevice=Class'IpDrv.TcpNetDriver'
Language=None
I know about it and I am going to use automatic restart of game.JackGriffin wrote:You have to reload your game after changing that, it's not something you do on the fly.
I also tried to do so:Chris wrote:Seems like you would be able to use the ConsoleCommand() instead.
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DynamicLoadObject("Galaxy.GalaxyAudioSubsystem",Class'Class');
GetPlayerOwner().ConsoleCommand("set ini:Engine.Engine.AudioDevice class Galaxy.GalaxyAudioSubsystem");
Look at Core.Object class for syntax hints. I have also an example from something against spamming:sn260591 wrote: sektor2111, you can explain to me how to use SetPropertyText, please?
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ForEach AllActors ( class 'UnrealShare.SpawnPoint', So )
{
if ( So != None && So.class == class 'UnrealShare.SpawnPoint' )
{
Sn = Spawn(class 'MH_A_V1.SpawnPoint',,,So.Location+vect(0,0,1),So.Rotation);
if ( Sn != None )
{
// Log (Sn$" spawned for "$So);
if (So.Tag != '') Sn.SetPropertyText("Tag",So.GetPropertyText("Tag"));
if (So.Event != '') Sn.SetPropertyText("Event",So.GetPropertyText("Event"));
Sn.SetPropertyText("factory",So.GetPropertyText("factory"));
So.SetPropertyText("Tag",("None"));
// log (Sn$" new tag is "$Sn.Tag);
// log ( So.Tag$" is the Tag from "$So);
}
}
}