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This is fixed with bApplyPatch=True in the CTI config, or you can reduce the number of trader items
Before using bApplyPatch, read its description, its use may cause incompatibility with other mods
I can only explain the line from the log, but I can't say why the server crashes (I can only guess).
So, every time a new player joins the game, the game calls the NotifyLogin() function on all mutators. Of course, CTI receives this call and creates a RepInfo object to pass the list of trader items to the player through it.
Apparently, at the moment of spawn, Sentinel creates a fake player, and the game thinks that a new player has connected and starts calling the NotifyLogin() function on all mutators. Surprising behavior, I have not seen this before.
CTI checks that this Controller is KFPlayerController or its derivative:
https://github.com/GenZmeY/KF2-CustomTraderInventory/blob/master/CTI/Classes/CTI.uc#L346
But as I said, NotifyLogin() is called for all mutators, so if you have some other mutator that considers the Controller in NotifyLogin() to be a real player - something can really go wrong during its processing.
But that's not the only thing that confuses me:
First, I've never seen such behavior in vanilla sentinel (I mean calling NotifyLogin() as for a real player)
Second, I searched for "SentinelController" in the original kf2 scripts and found nothing, not a single match.
It feels like this "vanilla" sentinel is not so vanilla.
Do you use any other mods? I have a strong feeling that the answer is somewhere outside the vanilla game and CTI.
Item=KFGame.KFWeapDef_AutoTurret.
But when I buy the sentinel and try to spawn it, the server crashes.
log: CTI: ERROR: Can't create RepInfo for: SentinelController_0
Any idea why this is not working?
Warthog works fine.
I used
[CTI.RemoveItems]
Ball=True
because of the amount of custom weapons I have