Long story short, I’m currently in the process of creating an ice-themed map for Ark.
One of the main features of the map is a persistent buff based on the Heatstroke (Scroched Earth), which I called Frostbite.
Essentially, it is supposed to :
- Update its icon according to the current Frostbite amount. (Working as intended)
- Add an ice overlay on the UI with its visibility based on the Frostbite amount. (Working as intended)
- Dynamically change the max weight/speed/melee damage of the player by a percentage, calculated from the Frostbite amount. (Need help on that one…)
The calculation used for all three stats affected is the same :
I aimed to have the player progressively & temporarily lose up to 20% of his weight/speed/melee stats.
After hours of research and messing around the dev kit, I came up with the following function to change the Max Stats Scaler properties.
It is to be noted that I also tried to move the call from “Buff Tick Client” to “Buff Tick Server” instead with the same results.
I ditched the max stats scalers and went for a “Rescale Max Stat”. End result looks like :
Exactly like my first approach, everything did its job within the dev kit, SP & non-dedi. It still won’t work on a server.
Again tried to move the call from “Buff Tick Client” to “Buff Tick Server” with no changes in the outcome.
1- Is what I’m trying to achieve possible in the first place? I mean to properly work on a live server…
2- Is there a way to configure the dev kit environnement to a server-like status? Cooking during 4 hours for a few mins of testing on a server is highly frustrating…
I’m sure it’s just a little checkbox or detail somewhere, but thanks ahead for anyone helping out.
For anyone reading and/or facing a similar issue.
1- Unchecking “Local Percent” on the “Get Stroke Percent” did the trick. I had to use method #2 within the “Buff Tick Server”, but it works flawlessly in SP/non-dedi AND servers finally.
2- Check the “Run Dedicated Server” option in your play settings.