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#1
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- Bonus Stage
The bonus stage is started when the wave ends (before trader time), the server sets godmode and 500hp (to increase player speed) for all players. Top killer wins LOADS OF MONEY! ![]() Killing Floor Bonus Stage Mutator - YouTube - Boss Time The boss is spawned when the wave ends (before trader time). You can set any specimen as boss (for instance: a crawler with 100x health eheheh). In the video I have configured 8 fleshpounds with 15x health and 10% less speed. Notice the pipebomb stockpilling - the first FP survived 8 pipes Killing Floor Boss Time Mutator - YouTube - CONFIGURATION Bonus Stage/Boss Time per wave configuration (conf. arrays): - Squads : which specimens to spawn and how many (one line for each wave); - BonusStage : enable/disable Bonus Stage; - HealthScale : specimen health multiplier; - HeadHealthScale : specimen head health multiplier; - SpeedScale : specimen speed multiplier; - PlayerCountScale : increase the number of specimens according to the formula: 1 + (NumPlayers - 1) * PlayerCountScale[WaveNum]; (for instance: if players=3 and scale=0.5 then multiplier=2) Bonus Stage configuration: - BonusStageNumMonsters : total number of specimens during bonus stage; - BonusStageTime : maximum duration time of the bonus stage; (Bonus Stage ends if all specimens were killed or if timeout occurs) - BonusStageMaxMonsters : how many specimens will be active at any one time; - BonusStageCash : award cash for the top killer; - BonusStageSong : which .ogg music file will be played during Bonus Stage (filename without extension, see Music folder); - BonusStageSongPackage : use a sound package to customize the Bonus Stage music (i.e. "PackageName.MusicName" - the server will upload the music to the clients); - bEnableGodMode : enable god mode during bonus stage; - bEnableLifeBoost : enable life boost during bonus stage; - bDebug : show in the console the how much HP has each boss. Boss Time configuration: - BossTimeSong : which .ogg music file will be played during Bonus Stage - BossTimeIntroSong : intro music (first 15 seconds of the Boss Time) Special: - bKeepWeapons : keep dropped weapons between waves; - PREREQUISITES: 1. Shiver v014, Brute v014 and Jason specimens (no need to enable the Mutators, just add the ServerPackages lines to killingfloor.ini as below): - Shiver v014 - click here - Brute 014 - click here - Jason - chick here - INSTALL: add to the mutator list: Code:
KFBossSquadB4.KFBossSquad Defaults Wave / Boss: 1 : crawlers (15x hp 1.5x speed and 20x headheath) 2 : clots and bloats (12.5x hp 1.5x speed and 20x headheath) 3 : shivers and gorefasts (8x hp 1.4x speed and 20x headheath) 4 : husks and sirens (10x hp 1.4x speed) 5 : *** Bonus Stage *** 150 seconds 10000 cash awards 6 : jasons (7.5x hp 1.15x speed) 7 : brutes (12x hp 1.15x speed) 8 : fleshpounds (7.5x hp 1.15x speed) 9 : fleshpounds (5x hp 1.15x speed) 10 : *** Bonus Stage *** 150 seconds 10000 cash awards 11 : Patriarch (this was not changed) Credits to Marco for the Zombie Controller classes (copied from from Doom3 package) - BETA 4 UPDATE: - major cleanup in the code (moved configuration to a separated .INI file, no longer need to edit killingfloor.ini) - removed SZombies/BZombies packages (zeds are inside the KFBossSquadBx.u) - NumZeds is now float to allow better customization - added debug messages (see bDebug flag) to help setup the boss squads - fixed a bug in bonusstage awards (sometimes nobody wins the prize) - fixed zeds dying during regular waves bug. - BETA 3 UPDATE: - fixed bug were squads don't show when number of zeds is above MaxZombiesOnce; - flag to enable God Mode during bonus stage (bEnableGodMode, default is True); - flag to enable Life Boost during bonus stage (bEnableLifeBoost, default is True); - BETA 2 UPDATE: - fixed typo in default properties (see post #6) - updated Shiver to v014 - UPGRADING FROM OTHER BETAS: Now the mutator is using a separated ini file, so you can remove all the KFBossSquadBX configuration from the killingfloor.ini!!! Last edited by King Sumo; 10-21-2012 at 09:56 AM. Reason: new package version |
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#2
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good idea man.
my recommendation: make players multiplier. cause its not good if 8 FleshPounds for 1 player and 8 fleshpounds for 30 players... big difference... you need players multiplier 100% you can get number of players two ways: 1. bad way cause if server use FakedPlayers it will give RealPlayers+FakedPlayers result Code:
KFGameType(Level.Game).NumPlayers Code:
// Returns the number of REAL players
function float GetNumPlayers()
{
local int NumPlayers;
local Controller C;
For( C=Level.ControllerList; C!=None; C=C.NextController /*&& C.Pawn.Health > 0*/ )
{
if( C.bIsPlayer /*&& C.Pawn!=None*/ )
{
NumPlayers++;
}
}
return NumPlayers;
}
SO how it will look: for bonus stage you have this configurators: - which specimens will be spawned; - health/speed multiplier of specimens; - which wave the bonus stage is started; - bonus stage duration time; - maximum specimens once; - award cash amount you can make in config file nPlayersMultiplier for next configurators: - health/speed multiplier of specimens; - maximum specimens once; so in config you will have: [BonusStage] BS_HPMult=2.0 BS_SpeedMult=1.3 BS_HPPlayersMult=1.2 BS_SpeedPlayersMult=1.0 // no multiply and in code: KFMonster.Health = KFMonster.default.Health * BS_HPMult * (BS_HPPlayersMult * nPlayers) ---- for [Boss Time] - the same thing: [BossTime] BT_HPMult=2.0 BT_SpeedMult=1.3 BT_HPPlayersMult=1.2 BT_SpeedPlayersMult=1.0 // no multiply BOSS.Health = BOSS.default.Health * BT_HPMult * (BT_HPPlayersMult * nPlayers) Last edited by Dave_Scream; 03-04-2012 at 03:08 AM. |
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#3
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So only the person who killed the most gets cash? Why not just say you get X cash per X kills? 5 dosh per 5 crawler kills when theres 100 crawlers wouldn't kill the game methinks.
__________________
How2 Install Mutators (a newbies quick guide): http://forums.tripwireinteractive.co...ad.php?t=50243 Pro-Tip: DON'T DIE |
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#4
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thanks for the feedback guys!
Sorry I forgot to post... The number of players multiplier for the Boss Time is already implemented. The code is based on the NumPlayersHealthModifer() from KFMonster: Code:
Modifier += (NumPlayers - 1) * PlayerCountScale[Wave]; For instance: if we have 8 players and PlayerCountScale=0.5 then the multiplier is 3.5. Then if we have configured 2 fleshpounds then during Boss Time 7 fleshpounds will be spawned. (notice we can set a different multiplier value for each wave) Quote:
![]() But I like the idea of adding an additional per kill cash award. So then we have two configuration settings: - BS_Cash : top killer award cash - BS_PerKillCash : cash per kill (the administrator can set the value to zero to disable either award cash or per kill cash) thanks! |
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#5
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that works
__________________
How2 Install Mutators (a newbies quick guide): http://forums.tripwireinteractive.co...ad.php?t=50243 Pro-Tip: DON'T DIE |
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#6
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I use .bat host game this mut can't work no monster release in bonus stage
![]() would you fix it please Code:
@echo off :: batch title and logs title=Killing Floor Server set "_runStat=" set _servBat=KFserver set _servLog=.\logs\%_servBat%.bat.log set _gameLog=.\logs\%_servBat%.log :: server command line set _gameCmd=ucc server KF-KillerBeta2_0Beta.rom?game=KFmod.KFGameType?VACSecured=true?Mutator=KFBossSquadB1.KFBossSquad,ServerPerksV4b.ServerPerksMut,KFARGBuchonOPQ.KFARGBuchonOPQ,MutKillMessageV2.MutKillMessage,KFARGChat.KFARGChat,MutWeight.MutWeight,KFModsAllTraders.MutAllTradersEnabled,MutMoney.MutMoney,KFGameSpeed.MutKFGameSpeed,MutHealth.MutHealth,MutRegen.MutRegen,ModsChatter.MutChatter,ModsRTD.MutRTD,SmackEmBack.MutSmacks,AdminPlus_v2b.MutAdminPlus,MutArmor.MutArmor,KFChaingunTurret.KFChaingunTurret,ServerAdsSE.ServerAdsSE,ZombieDay.ZombieDay,ZombieDay.Doom3Mutator,MutKFAntiBlocker.MutKFAntiBlocker,MutSlotMachineb.MutSlotMachineb,KFMaxPlayers.KFMaxPlayers,KFBots.KFBotsMut,AutoSpawnerB.AutoSpawnerB?MaxPlayers=30?Difficulty=15 ini=KillingFloor.ini -lanplay -server set _gameCmd=%_gameCmd% -log=%_gameLog% echo :: echo :: This batch will autorun %_servBat%. echo :: -to restart %_servBat%, end the ucc server task. echo :: -to shut down %_servBat%, ctrl-c or close this window. echo :: if exist ucc.exe (echo :: %_servBat% initializing...) else (echo :: ucc server not found! & echo :: This batch is to be run in the KF system directory. & goto:eof) :: log server start/create batch log echo :: echo :: Output logged to %_servLog% if exist %_servLog% (echo ::%_servBat% Start:: >>%_servLog%) else (md logs & echo ::%_servBat% Start:: >%_servLog%) echo %_gameCmd% >>%_servLog% :: start/restart server :start :: backup last server log echo :: echo :: Backup %_gameLog:.\logs\=%... set _logTime=%_servBat%-%date:~12,2%%date:~4,2%%date:~7,2%-%time:~0,2%%time:~3,2%%time:~6,2%.log set _logTime=%_logTime: =0% if exist %_gameLog% (ren %_gameLog% %_logTime% & echo :: %_logTime% & echo :: Backup complete.) else (echo :: No log to backup.) echo :: :: log batch restart if defined _runStat (echo :: Restart %_servBat%) echo :: %date% echo :: %time: =0% echo :: if defined _runStat (echo :Restart %_servBat%: >>%_servLog%) if exist .\logs\%_logTime% (echo %_logTime% >>%_servLog%) else (echo No log to backup. >>%_servLog%) echo %date% >>%_servLog% echo %time: =0% >>%_servLog% set "_logTime=" :: run the server call %_gameCmd% set _runStat=1 :: restart on exit/error goto start :: |
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#7
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Check the killingfloor.ini
1. you need to add the ServerPackages lines (according to the post #1); 2. start the server, open webadmin then change some configuration - by doing this the "KFBossSquadB1.BSGameType" section will be created in the killingfloor.ini so you can proceed with the step 3: 3. Notice the bonus stage will be started in wave 5 (in the other waves we have the "boss time"). I notice you have a plenty of mutators enabled. Perhaps some mutator is changing the GameType? Try disabling some mutators... "Boss Time" is working? Anyway, please PM to me the ucc.log. ![]() ![]() ![]() EDIT: PS. 1. what are those mutators stands for? - ZombieDay.ZombieDay - ZombieDay.Doom3Mutator 2. I notice you have a modified version of the AutoSpawner, what modifications were done? (if you provide a download link will be good) thanks
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Bonus Stage/Boss Time Mutator Pickup class for the Holy Hand Grenade Door messages Mutator My KF Public Server: Sexta Bruta Hardcore Server Last edited by King Sumo; 04-28-2012 at 12:13 PM. |
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#8
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Quote:
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Bonus Stage/Boss Time Mutator Pickup class for the Holy Hand Grenade Door messages Mutator My KF Public Server: Sexta Bruta Hardcore Server |
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#9
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BETA 2 UPDATE:
- fixed typo in default properties (see post #6) - updated Shiver to v014 download/upgrade instructions above thanks
__________________
Bonus Stage/Boss Time Mutator Pickup class for the Holy Hand Grenade Door messages Mutator My KF Public Server: Sexta Bruta Hardcore Server |
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#10
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Please help....I can't seem to get it to work. I tested using LISTEN server only. I already add to killingfloor.ini all server packages. how can i add "KFBossSquadB2.KFBossSquad" to mutator list correctly? I only edited KFBossSquadB2.KFBossSquad.ucl, since there is a mutator inside and missing some GroupName....Should I make a separate Mutator?
Also I didn't add Shiver,Brute & Jason to the mutator list, but they didn't spawn (added them only in server packages in killingfloor.ini) |
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#11
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I managed to make it work in LISTEN server. How can I change the boss time zeds? Can you please send me a sample of custom boss time zeds? I would like to put 1 Fleshpound as wave 1 boss.I tried creating KFBossSquadB2.ini but it didn't work.
Can you please correct my conf.arrays?Anyone? Thanks!!! Quote:
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#12
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Quote:
change: Quote:
Quote:
Thanks for pointing out the buggy .ucl file (missing GroupName in the mutator line)! I'll try to fix this in the next beta release.
__________________
Bonus Stage/Boss Time Mutator Pickup class for the Holy Hand Grenade Door messages Mutator My KF Public Server: Sexta Bruta Hardcore Server |
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#13
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what an amazing mod, well done Sumo
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#14
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Thanks KingSumo. I manually added it to KillingFloor.ini, and it works!
I also managed to add a doom monster. I can customize what boss I want. Now that's amazing!!! Thanks again! Quote:
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#15
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Is it possible to add boss brute/shiver?
Edit: any chance for white? |
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#16
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thanks!!!
Yes, shiver and brute are already the default boss for waves 3 and 6 respectively. In wave 3 we have a squad of 4 shivers + 2 gorefasts (health is increased 15 times + and the speed increased 40%). This is for 1 player. For 6 players we have 12 shivers + 6 gorefasts (the health also increases). I guess it is impossible to whitelist this mutator (because of godmode during bonus stage). Also someone can setup 10000 stalkers as boss with 1hp, ehehehhe Zhidd, To use the Doom3KFBeta4 monsters we need to create a separate package. If we don't do that then the monster HP/Speed will increase every wave/server restart. This can be avoided if you set the health/speed multiplier to 1, or if you restart the server every game. This package will just extend every doom monster (like in the BZombiesB2 package) for instance: class BHunter extends HunterHellTime; Then in the configuration we add: Zombies=(Base="Doom3KFBeta4.HunterHellTime",Boss=" BDoom.BHunter") Squads=(ZedClass=("BDoom.BHunter"),NumZeds=(1))
__________________
Bonus Stage/Boss Time Mutator Pickup class for the Holy Hand Grenade Door messages Mutator My KF Public Server: Sexta Bruta Hardcore Server |
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#17
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Thanks again King Sumo!
I tested multiple boss zeds, healthscale and speedscale but it didn't work.The first boss are 3 scrakes only, Boss9 (Karimu & Meatpounder) was skipped, all others were ok. Health & Speed auto default to 1.0 Can you check my conf pls?TIA Quote:
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#18
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Quote:
- turns out godmode but adds you always full vest which disappears when bonus stage ends - makes bonus stages work only if you finnished wave VERY quick, let's say, in 2 minutes, but depending on waves ofc, as wave 10 can never be finnished before 2 minutes - FORCES spawns, I mean by that that the bonus stages will have the zeds you will force, without possibility to change values of hp, speed etc
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#19
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zhidd, you forgot to put the double quotes...
instead of: Quote:
Quote:
do the same for Karimu & Meatpounder... have fun ![]() BenioX, thanks for the suggestions We need to ask TWI about the possibility to whitelist this stuff, because this will take some time to implement - the window to implement this is short, now I guess the window is less then one week (see this) - or we need to wait several months for the whitelisting...Thanks
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Bonus Stage/Boss Time Mutator Pickup class for the Holy Hand Grenade Door messages Mutator My KF Public Server: Sexta Bruta Hardcore Server Last edited by King Sumo; 04-28-2012 at 10:09 AM. |
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#20
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Quote:
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