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Question about converting custom gamemode to a mutator

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  • Question about converting custom gamemode to a mutator

    Hello, I would like to make Versus balancing mutator. Just go with basic and simple numeric changes for a start and sake of keeping this request relatively concise(like damage multipliers or SprintSpeed). I know just some basics of C++ and watched a beginner’s series on UnrealScript.

    I managed to do so as a custom gamemode but would like to turn it into a mutator*.


    Code:
    class VersusBalance extends KFGameInfo_VersusSurvival;
     
    DefaultProperties
    {          
    PlayerZedClasses(AT_Bloat)=class'VersusBalanceMod.KFPawn_ZedBloat_VersusBalanced'
    ….
    }
    Code:
    class KFPawn_ZedBloat_VersusBalanced extends KFPawn_ZedBloat_Versus;
     
    defaultproperties
    {
    DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun',        DamageScale=(0.35)))
    SprintSpeed=9999999999999
    ….
    }
    KFGameInfo_VersusSurvival has plenty of stuff already in it’s default properties and especially PlayerZedClasses which allows me to point the gamemode to my own Zed classes derived from base versus ones.

    KFMutator ->Mutator->Info->Actor… and other core game classes. No noob-obvious way to get to the good stuff.

    Is it even possible to change what I intend or are mutators meant for changing core gameplay/game engine things? If yes could someone push me in the right direction?(like show how somebody would go about changing versus player bloat’s SprintSpeed in a mutator)?

    Thank You


    * Custom Gamemode shows in the server browser as "ANY” in MODE type. This will drastically limit server’s exposure to already severely limited Versus playerbase when filtering for "Versus” servers.


  • #2
    Gamemodes are easier to work with as a beginner, but often you will want to instead use a mutator for compatibility reasons. As you're likely aware, you can run multiple mutators simultaneously, but only a single gamemode. However, compatibility issues are really not a major concern for a versus mod.

    Ideally, for compatibility reasons, avoid overriding classes like zeds and weapons - although few mods replace these. If possible, use mutator hooks such as NetDamage and CheckReplacement to modify damage or other properties of zeds, weapons, players, or any Actor. See https://wiki.beyondunreal.com/Legacy:CheckReplacement for an example of the CheckReplacement pattern. The additional damage-type modifier you have shown can easily be added to any spawned bloat in CheckReplacement:
    Code:
    function bool CheckReplacement(Actor Other)
    {
        local KFPawn_Monster.DamageModifierInfo DamageTypeModifier;
        local array<float> DamageScale;
        
        DamageScale.AddItem(0.35);
        
        DamageTypeModifier.DamageType = class'KFDT_Ballistic_Submachinegun';
        DamageTypeModifier.DamageScale = DamageScale;
        
        //If this is a versus bloat.
        if(KFPawn_ZedBloat_Versus(Other) != None)
        {
            //Add our custom damage-type modifier.
            KFPawn_ZedBloat_Versus(Other).DamageTypeModifiers.AddItem(DamageTypeModifier);
        }
        
        return Super.CheckReplacement(Other);
    }
    Of course you would want a more concise and automated approach for multiple such modifiers, e.g. by making a list of modifiers in the mutator itself which could be configurable. See Project One for an example of this approach: https://forums.tripwireinteractive.c...15#post2294939. I can provide source code for the relevant class in the update version of the mod, KFC, if you wish.

    As for modifying the speed of zeds, it looks like TW have thankfully added NormalGroundSpeed and NormalSprintSpeed variables which you can modify externally, in addition to the current GroundSpeed and SprintSpeed.

    Some things will be easy to do with a mutator without having to replace classes, while others will be impossible without replacing classes. It will require some digging to figure out if what you want to achieve can be done easily. Typically, variables changing values during play without corresponding mutator hooks will make it more difficult. You can change quite a lot with mutators if you can wrap your head around how best to inject your desired functionality into what events you have to play with. One of the largest mods for KF2, ServerExt, is in fact a mutator - but it replaces most of the major classes so it loses the flexibility of compatibility anyway.

    Comment


    • #3
      Greatly appreciated. I now have another dilemma however. This is how dmg multipliers look for alpha clot:

      Code:
      Alpha Clot
      
          // Base
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun',     DamageScale=(1.5)))  //3.0
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle',     DamageScale=(1.0)))
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun',             DamageScale=(1.0)))
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun',             DamageScale=(1.01)))
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle',             DamageScale=(1.0)))  //0.76
          DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing',                     DamageScale=(0.85))) //0.75
          DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon',                     DamageScale=(0.9))) //0.75
          DamageTypeModifiers.Add((DamageType=class'KFDT_Fire',                         DamageScale=(1.0)))
          DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave',                     DamageScale=(0.25)))
          DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive',                     DamageScale=(1.0)))
          DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing',                     DamageScale=(1.0)))
          DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic',                         DamageScale=(1.0))) //0.88
          DamageTypeModifiers.Add((DamageType=class'KFDT_Bleeding',                     DamageScale=(1.0)))
      
      
          // Special Case
          DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing_Knife',              DamageScale=(1.0)) //0.95
      Code:
      Alpha Clot Versus
      
          //Base
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun',     DamageScale=(0.8)))  //3.0
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle',     DamageScale=(0.7)))  //1.0 //0.5
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun',             DamageScale=(0.5)))  //0.9 //0.4
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun',             DamageScale=(0.4)))  //1.01
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle',             DamageScale=(0.5)))  //0.76
          DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing',                     DamageScale=(0.8)))  //0.5
          DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon',                     DamageScale=(0.8)))  //0.5
          DamageTypeModifiers.Add((DamageType=class'KFDT_Fire',                         DamageScale=(1.0)))  //0.8 //0.5
          DamageTypeModifiers.Add((DamageType=class'KFDT_Microwave',                     DamageScale=(0.35)))  //0.25
          DamageTypeModifiers.Add((DamageType=class'KFDT_Explosive',                     DamageScale=(0.35)))  //0.85
          DamageTypeModifiers.Add((DamageType=class'KFDT_Piercing',                     DamageScale=(0.4)))   //1.0
          DamageTypeModifiers.Add((DamageType=class'KFDT_Toxic',                         DamageScale=(0.5)))  //0.88 //1.0
      
          // special case
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AR15',              DamageScale=(1.0))
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_MB500',              DamageScale=(1.0)))  //0.9
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rem1858',              DamageScale=(0.75)))  //0.9
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Colt1911',          DamageScale=(0.65)))  //0.9
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_9mm',                  DamageScale=(1.6)))  //0.9
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Pistol_Medic',      DamageScale=(1.5)))  //0.9
          DamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Winchester',          DamageScale=(0.6)))  //0.9 0.7
          DamageTypeModifiers.Add((DamageType=class'KFDT_Fire_CaulkBurn',              DamageScale=(2.0)))  //0.9
          DamageTypeModifiers.Add((DamageType=class'KFDT_ExplosiveSubmunition_HX25',      DamageScale=(0.6)))  //0.9
          DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing_EvisceratorProj',      DamageScale=(0.3)))  //0.9
          DamageTypeModifiers.Add((DamageType=class'KFDT_Slashing_Eviscerator',          DamageScale=(0.3)))  //0.9
          DamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon_Crovel',              DamageScale=(1.2)))  //0.8
      I want to set all zeds to multipliers from base Survival as a starting point for balance tweaking. In the special dmg cases put in VS the only way to get rid of them is to let's say set 'KFDT_Ballistic_AR15' in VS to the value of 'KFDT_Ballistic_AssaultRifle' from Survival?

      Comment


      • #4
        You can remove elements of a dynamic array in the defaultproperties by replacing Add with Remove. In this case you would have:
        Code:
        DamageTypeModifiers.Remove((DamageType=class'KFDT_Ballistic_Submachinegun',     DamageScale=(1.5)))  //3.0
        DamageTypeModifiers.Remove((DamageType=class'KFDT_Ballistic_AssaultRifle',     DamageScale=(1.0)))
        DamageTypeModifiers.Remove((DamageType=class'KFDT_Ballistic_Shotgun',             DamageScale=(1.0)))
        DamageTypeModifiers.Remove((DamageType=class'KFDT_Ballistic_Handgun',             DamageScale=(1.01)))
        DamageTypeModifiers.Remove((DamageType=class'KFDT_Ballistic_Rifle',             DamageScale=(1.0)))  //0.76
        DamageTypeModifiers.Remove((DamageType=class'KFDT_Slashing',                     DamageScale=(0.85))) //0.75
        DamageTypeModifiers.Remove((DamageType=class'KFDT_Bludgeon',                     DamageScale=(0.9))) //0.75
        DamageTypeModifiers.Remove((DamageType=class'KFDT_Fire',                         DamageScale=(1.0)))
        DamageTypeModifiers.Remove((DamageType=class'KFDT_Microwave',                     DamageScale=(0.25)))
        DamageTypeModifiers.Remove((DamageType=class'KFDT_Explosive',                     DamageScale=(1.0)))
        DamageTypeModifiers.Remove((DamageType=class'KFDT_Piercing',                     DamageScale=(1.0)))
        DamageTypeModifiers.Remove((DamageType=class'KFDT_Toxic',                         DamageScale=(1.0))) //0.88
        DamageTypeModifiers.Remove((DamageType=class'KFDT_Bleeding',                     DamageScale=(1.0)))
        I believe if the DamageScale of any modifier is altered, then it won't be found and thus removed from the array. This means your mod will be sensitive to damage resistance changes, which the devs might decide to revisit. Alternatively, you could do:
        Code:
        DamageTypeModifiers.Empty
        to clear the array, and then add whatever you want after that.

        Comment


        • #5
          In the case of gamemode I could do it from defaultproperties but here I don't inherit from appropriate stuff. How can I remove it in there instead of CheckReplacement function? I'm confused.

          Edit: To avoid confusion: the code in my earlier post is the source code from game base files, not something I had in mutator
          Last edited by Bardyss; 01-11-2019, 12:41 PM.

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