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[1.0.0] Scenario editor per-player settings leaking into new games

Posted: Sun Sep 13, 2020 8:37 pm
by raiguard
I created a scenario for one of my mods that has a pre-built map and does a small amount of scripting when players and forces are created (namely, enabling cheat mode automatically for players). When I created this scenario, I had my mod loaded, since the pre-built world includes some of the mod's entities. As such, the mod was fully loaded while creating the map, including the mod's player settings.

When you go to enter the scenario as a player, the state of the per-player mod settings as they were when the map was created carry over to the new player. I tried disabling one of them from the main menu and entered the scenario, but that setting was still active in the map.

I believe that the game isn't disposing of the editor player's per-player mod settings when that player is removed, so the new player 1 inherits those settings. For my mod, this means that you're stuck using the default settings if you enter that scenario.

I would greatly appreciate it if this could be fixed! :D

To reproduce:
- Download and enable Editor Extensions
- Change one of the per-player settings from the main menu
- Start a new game in EE's testing scenario
- The setting will still have its default value instead of the value you set it to

Re: Scenario editor per-player settings leaking into new games

Posted: Sun Sep 13, 2020 10:16 pm
by Rseding91
Thanks for the report however that's all working as intended. The player is deleted when the scenario is used but the default values are still stored in the map itself. If you as a player don't want that behavior you need to go into the settings menu and uncheck "Use different mod settings per save"; at which point when you load a save it overwrites the saves settings with your current local ones.

The same behavior happens when you make a 'new game' from a scenario; scenarios are just packaged save files with some extra fluff.

Re: [1.0.0] Scenario editor per-player settings leaking into new games

Posted: Mon Sep 14, 2020 2:30 am
by raiguard
I see, thanks for the response. In that case, I'll create a version of my mod that doesn't have the settings that I'll use when creating the scenario, so that I can get the behavior I want.