So the whitelisted version is with the old mesh, texture, and the Fleshpound animations? Well that's quite a shame. It seemed like that much needed face lift for the Brute was just on the horizon, but releasing the update now would be fairly pointless given that it wouldn't be whitelisted and actual whitelist updates are ways apart.
As long as the coding is kept the same, you should theoretically be able to change the anims and textures and not affect the W/L status, because it is the mutator that is whilelisted and not the media files?
To clear any installation questions up on this. ( for dedicated online servers )
Install all files to the correct directories, system to system etc etc.
Once done, start your server up and open webadmin.
" add Brutes " > "add selected mutators" > "restart map" it's done
NOTE: it may not show as active on your mutator list, mine was unticked but it does work so don't worry guys, enjoy this mutator he's awesome!
ServerActors=KFBruteMut.KFBruteMut
./ucc-bin server KF-BioticsLab.rom?game=KFmod.KFGameType?VACSecured=true?MaxPlayers=6?Mutator=MutKFAntiBlocker.MutKFAntiBlocker -nohomedir ini=KillingFloor.ini
?Mutator=KFBruteMut.KFBruteMut
?MutKFAntiBlocker.MutKFAntiBlocker
should I add it to the command line instead of the KillingFloor.ini file?
My startup line looks like this:
I already got the MutKFAntiBlocker there. If I were to add another mutator on the same command line, do I use a "," between the two mutators? or do I have to add:Code:./ucc-bin server KF-BioticsLab.rom?game=KFmod.KFGameType?VACSecured=true?MaxPlayers=6?Mutator=MutKFAntiBlocker.MutKFAntiBlocker -nohomedir ini=KillingFloor.ini
after:Code:?Mutator=KFBruteMut.KFBruteMut
I love the Brute :IS2:Code:?MutKFAntiBlocker.MutKFAntiBlocker
Mutator=MutKFAntiBlocker.MutKFAntiBlocker,KFBruteMut.KFBruteMut
MID = Chr(65 + i);
I have a question to the coder, about the add brutes mutator:
When you add the specimen class to the list, to get the next letter (MID) you do:
What's mean 65 here? Alphabet reset +1 or something like that?Code:MID = Chr(65 + i);
Also note that you set a "KF" var but keep using "KFGameType(Level.Game)".
Thank you, all is clear now. Yes I understood about monster's idA is the 65th character in ASCII and the monster IDs are letters A-Z. The Chr(int) function returns the corresponding ASCII character for the numerical input.
Have we got a download link for this?
Been updating for months