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#41
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thanks for replying Xienen! Sounds like I wouldn't NEED the fly aspect of that mutator if the collision one works
but the rest would be a good thing the headshot mutator only adds headshot sounds..that's it. doesn't change anything but adds configurable sounds to headshots etc.the zounds thing isn't a big deal. I'd be happy with just the KF-UadminMod/Adminplus hybrid mutator I spoke of earlier I'm done coding it, but I'm still on vacation. I'll be checking in when ?I get home Saturday!cya! |
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#42
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http://forums.tripwireinteractive.co...585#post467585
Turns all specimens into super-clots, SUPER CLOT ABILITIES: - Can only be killed by headshots - Faster then regular clots - Stronger then regular clots - Longer grappling distance then regular clots This would be super awesome!
Last edited by GeneticArmor; 07-17-2009 at 07:35 AM. |
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#43
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#44
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We're not going to allow the Super Clots mutator to be White Listed. If we ever make a "Use Perks Only" White List(meaning Perks won't progress, but can at least be used), I'm sure it could go on there, but at this time, we only have the single list.
The Human AI Bots will not be White Listed either, but it too could go on the "Use Perks Only" list, when/if we do that. When the next patch rolls out, we'll be adding KF Anti Blocker mutator and the new version of the I Need Bodies mutator(which means the old version will no longer be White Listed). |
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#46
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Quote:
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#47
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Can you add this mutators ???
MutRegen Version: 1.0.0 Regenerates health and armor. fully configureable. (ArmorPerSecond max 20 seconds and HealthPerSecond max 20 seconds) MutHealth Version: 1.0.0 Changes max health for players (max 250 Health) Mutator: !rtd - Roll The Dice - By KFMods Version: 1.0 This mutator brings the 'Roll The Dice' gamble system seen in many other games to Killing Floor. Usage is simple for the players: They just need to type !rtd in chat (not team chat) to gain a random advantage or disadvantage. The admin has full control on the reroll time (time between rolls) and what possibilities the players can trigger. After a player respawns, he can always reroll. Current possibilities:
Opens up all traders inbetween waves. Mutator: Modify Max Player Limit - By KFMods Version: 1.0 Use this to modify the max allowed players!Confirmed by Denglade to work! Modify killingfloor.ini and add this (replace 20 with the amount of players you would like to support) [KFMMaxPlayerMod.MutMaxPlayerMod] MaxPlayersOverride=20 Please ? Thanks Tripwire Team
Last edited by [J4F]Hitman[GER]; 08-30-2009 at 04:09 PM. |
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Since I've seen a few requests for those one but no formal post:
No ZED time mut: http://forums.tripwireinteractive.co...ad.php?t=33214
__________________
![]() Pretty, what do we blow up first? - Myn Donos |
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#49
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http://forums.tripwireinteractive.co...ad.php?t=36249
Versus Mutator PLEASE PLEASE ATLEAST ALLOW PERKS IN IT EVEN IF YOU DONT WANT THEM TO PROGRESS WITH PERKS NORMAL IS LIKE SUICIDAL. |
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#50
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You can safely whitelist the big head mutator if you want to:
http://forums.tripwireinteractive.co...ad.php?t=36602 |
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#51
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"Scramble Mode!"
I dont see why this shouldnt be white listed TripWire made it... http://forums.tripwireinteractive.co...ad.php?t=36696 |
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All other suggested mutators were obviously not going to make it onto the White List. I'll reiterate a point that's been made many times: Just because mutators are not on the White List does not mean they are not allowed to be used on servers, it simply means that Perks will not be available on those servers. We don't allow a number of mutators to access Perks due to obvious security and fairness reasons. |
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#53
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How about this mut? Creating fake players so that the system spawn more zeds per wave.
http://forums.tripwireinteractive.co...ad.php?t=37788 |
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#54
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It also would be nice if you just could increase the max. player amount from 6 to 8. come on ... that won't be such a big change ![]() WOULD BE TRULY GREAT !!! |
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#55
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Because that would be the coolest thing ever. Added the bold for noggle down there. Last edited by anthracy; 11-05-2009 at 05:31 PM. |
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#56
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http://forums.tripwireinteractive.co...ad.php?t=38433
My "Hellfire" Husk only mutator, Uses a custom modded husk and fireball to circumvent firebug complete immunity, also makes them tougher to reduce farmability Xienen has a copy of the V3 final source in his PM's and i can send it to anyone else necessary The only change beyond the fireball and health is that the attackspeed for beginner has been corrected, they now properly sync and fire at 1.30 instead of .60 on beginner, which was faster than suicidal (Which is .80-ish) |
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#57
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can u guys whitelist this?
i guess this is where it goes. please include the download link if it goes on the whitelist, i would love to see more interactive maps (shoot the biocola machine to get some money/health!, etc.) http://www.filefront.com/14944171/cl...erialtrigger.u this package has two actors in it: (subclass)triggers->materialtrigger-> clientmaterialtrigger : so materialtrigger will work for multiplayer (subclass)info->replicationinfo-> materialreplicationinfo : so clientmaterialtrigger will sync for everyone in the map. how to use this (once its whitelisted): triggerable textures: want something to change when a button is hit? first make a materialswitch (texture browser, new, materialclass->materialswitch) choose the textures u want to change from/to make the surface/projector the materialswitch u just made now add in triggers->materialtrigger->clientmaterialtrigger in the properties of the clientmaterialtrigger, go down to materialstrigger->materials to trigger, add, and then use the materialswitch you made. go ahead and give it an event->tag->changetexture(or whatever you want) now make a usetrigger and give it an event->changetexture ok when you use the trigger it should change the texture. Last edited by ro_sauce; 11-17-2009 at 06:08 PM. |
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#58
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I have a suggestion for the whitelist.
make all the mutators on it KF ready or post the proper KF config for it. it makes me feel like a noob but I seriously can't work Auto Change Maps v103(ACM) out. yes I know how to google and still no joy for me. most unreal pages make my eyes water and do not have the info I understand. help a noob out please
Last edited by Cockroach; 11-21-2009 at 06:55 AM. |
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#59
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/\
|| wouldnt this be the job of the poster/mutator creator? when the map "mutator" i submitted is whitelisted, its my job to include it with any maps i make using it, and making sure it works for everyone. send your request to the mutator creator, or whoever posted it. its not twi staff's job to adjust/configure user submitted content, unless it is being included in the update package download. |
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#60
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I never said it was anybodies job I asked to help us noobs out , I don't care who does it.
it was a very humiliating post for me to make but after weeks of trying I know as much now as when I started. I posted here before http://forums.tripwireinteractive.co...ad.php?t=35580 nobody seems to know or care I guess. |
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