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Privay Policy Update

We’ve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:

We’ve incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We’ve added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.

For more information about our privacy practices, please review the new Privacy Policy found here:
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Netiquette: Written text has no inflection, and, as such, you should be careful how you write your messages as interpretation will vary from person to person. Please take advantage of the built-in emoticons to add such expression to your words. Please remember the golden rule: to treat other forum users the way you would like to be treated. Please use common courtesy, and enjoy using Red Orchestra's forums
Offensive material
The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
  1. Names recalling notorious war criminals or personalities.
  2. Names recalling atrocities and war crimes in general, or units with particularly odious histories.
  3. Use of obscenities and expletives.
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  5. Use of symbolism and regalia recalling Nazism or Fascism; this does not include pics of soldiers who happen to have such symbols on their uniform, unless we feel this has been done to provoke. Please note that many Nazi symbols (including the Swastika) are still illegal in Germany and other countries and considered deeply offensive by many Europeans.
  6. Use of symbolism and regalia recalling Stalinism.
  7. On both the previous two, the moderators' views on the intention and impact of use of such symbols will be final - not yours. Please be understanding if you are advised to change something.
  8. In general, if a sig/avatar represents your allegiances in-game and is clearly "in part", it is likely to be fine; if the moderators feel you are trying to demonstrate unpalatable political allegiances, or to use it in an attempt to ridicule or provoke others you WILL be asked to change it. RO is NOT the place to make any extremist political statements of any kind.

So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.

A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.

Final Note: this is NOT open to debate, so please do NOT start whining and moaning if a moderator asks you to change something. They will advise at first, giving reasons, then, if you take no notice, they will step up the pressure through to banning.
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Question about converting custom gamemode to a mutator

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  • #16
    You mean these custom ZEDs will not be affected by GC? Don't think so. Worked well when i tested, had a Crawler with 20 default hp and Alpha Clot with 2000. At some point, during the game their HP was altered to 17 and 1700 which is the GC's minimum of x0.85. GC in SetMonterDefaults should work regarldess of ZED class as long as this ZED is bVersusZed.
    Killing Floor 2 stats (spreadsheet)


    • #17
      Is there a way to access "RegenerationInterval" in KFPerk? I believe this is the thing responsible for the speed of all in-game heals? Can't match any of the fuctions in KFMutator or Mutator with it


      • #18
        There's no real way to get access to constant variables during the run time that way (both RegenerationInterval and RegenerationAmount are const).

        However, you can modify the variable TimeUntilNextRegen which stores the current time until next regen tick.

        Health regeneration in Perk happens in Tick event, i don't think you can really stop it from happening. The method below is to delay (roll back) the current TimeUntilNextRegen of Perk and to set this var for your own via 2 timers from within the mutator class.

        This (much like everything i suggest) does not look healthy at all. It's only gonna work with the Berserker which is the only perk that allows health regeneration. If you want to add health regen to other classes you'd need to (pretty much) copy the entire body of the function TickRegen (from Perk.uc) to your mutator class and then assign its exection to any looping timer while maintaining proper references.


        Killing Floor 2 stats (spreadsheet)


        • Bardyss
          Bardyss commented
          Editing a comment
          I wanted to slow down all heals a bit. For example 'Q' self heal off-perk would still heal 20 but take longer to apply fully. I want to specifically counter-fight Medic spam heal. Currently unless Survivor is obscured from healing darts he can be most of the time kept alive with 25lvl med's help.

      • #19
        if you want to slow down regen rate from 10 hp / s to whatever

        function ModifyPlayer(Pawn Other)
            local KFPawn_Human H;
        if (Other.IsA('KFPawn_Human'))
            H = KFPawn_Human(Other);
            H.HealthRegenRate = 0.25; // 0.1 is default = 10 / hp per sec
        Killing Floor 2 stats (spreadsheet)


        • #20
          To modify "FireInterval(ALTFIRE_FIREMODE)" and "AmmoCost(ALTFIRE_FIREMODE)" in KFWeap_Beam_Microwave.uc should I again do it via CheckReplacement similarly to multipliers because it also inherits from Actor? Like this:

          function bool CheckReplacement(Actor Other)
                  if(KFWeap_Beam_Microwave(Other) != None)  
                  return Super.CheckReplacement(Other);
          If yes i get "Error, '(': Expression has no effect"

          edit: When I think about it now, plenty of stuff inherits from Actor so it wouldn't all make use of CheckReplacement. Maybe through OverridePickupQuery?
          Last edited by Bardyss; 03-22-2019, 06:24 PM.


          • #21
            Right, both FireInterval and AmmoCost are arrays and you access their members via square brackets. And ALTFIRE_FIREMODE is unknown (for your mutator class) constant, if you check KFWeapon where it declared you'll see that it means "1" so either refer to its location or replace it with 1.


            Parentheses are only used to fill arrays within defaultproperties.

            Also, AmmoCost is protected variable, you'll only get access to it from the weapon class.
            Last edited by simplecat; 03-22-2019, 07:22 PM.
            Killing Floor 2 stats (spreadsheet)


            • Bardyss
              Bardyss commented
              Editing a comment
              Just to be sure: if .FireInterval is "+ and equals" not just "equals" then it will not add 1 second AND THEN 2 seconds? Meaning if I were to add this line to my mut(vanilla value):
              It wouldn't change anything right? Or it would add another second on top of vanilla delay?

              edit: NVM, just tested it out. The former.
              Last edited by Bardyss; 03-23-2019, 05:58 AM.

          • #22
            Can "KFPlayerControllerVersus" be accesed? Only "KFPlayerController" is in "KFGameInfo" classes listing and I would like to overwrite 1 function from the Versus derived class.


            • #23
              Can you access variables and methods of certain class and what do you need for that? A reference to an instance of class that contains them, right?

              Can you overwrite one class' function from another? Can you, probably, attempt to overwrite the variable itself?

              Can you try to figure out what kind of fruit tree this fruit is belongs to? Type casting?

              Hint: you've done this before in InitMutator.
              Killing Floor 2 stats (spreadsheet)