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[Mutator] Hard Mode Patriarch

You also need to add some sound files that have been ripped out. Here is all you need to get the Patriarch working as before:

Code:
defaultproperties
{
RocketFireSound=SoundGroup'KF_EnemiesFinalSnd.Patriarch.Kev_FireRocket'
MiniGunFireSound=Sound'KF_BasePatriarch.Attack.Kev_MG_GunfireLoop'
MiniGunSpinSound=Sound'KF_BasePatriarch.Attack.Kev_MG_TurbineFireLoop'
MeleeImpaleHitSound=SoundGroup'KF_EnemiesFinalSnd.Patriarch.Kev_HitPlayer_Impale'
MoanVoice=SoundGroup'KF_EnemiesFinalSnd.Patriarch.Kev_Talk'
MeleeAttackHitSound=SoundGroup'KF_EnemiesFinalSnd.Patriarch.Kev_HitPlayer_Fist'
JumpSound=SoundGroup'KF_EnemiesFinalSnd.Patriarch.Kev_Jump'
HitSound(0)=SoundGroup'KF_EnemiesFinalSnd.Patriarch.Kev_Pain'
DeathSound(0)=SoundGroup'KF_EnemiesFinalSnd.Patriarch.Kev_Death'
AmbientSound=Sound'KF_BasePatriarch.Idle.Kev_IdleLoop'
Mesh=SkeletalMesh'KF_Freaks_Trip.Patriarch_Freak'
Skins(0)=Combiner'KF_Specimens_Trip_T.gatling_cmb'
Skins(1)=Combiner'KF_Specimens_Trip_T.patriarch_cmb'
}
 
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I've tried adding the following below in HardPat.uc, renamed package and compiled. Still not working, it just spawns regular vanilla XMas Pat on the final wave. Funny thing is when I summon HardPat through admin commands, it spawns fine. Thing is he doesn't have XMas Patriarch skin and have the regular non event skin. Any idea gentlemens?

Code:
Class HardPat extends ZombieBoss_XMas;

#exec OBJ LOAD FILE=KF_EnemiesFinalSnd_Xmas.uax
#exec OBJ LOAD FILE=KF_Specimens_Trip_XMAS_T.utx

defaultproperties
{
     RocketFireSound=SoundGroup'KF_EnemiesFinalSnd_Xmas.Patriarch.Kev_FireRocket'
     MiniGunFireSound=Sound'KF_BasePatriarch_xmas.Attack.Kev_MG_GunfireLoop'
     MiniGunSpinSound=Sound'KF_BasePatriarch_xmas.Attack.Kev_MG_TurbineFireLoop'
     MeleeImpaleHitSound=SoundGroup'KF_EnemiesFinalSnd_Xmas.Patriarch.Kev_HitPlayer_Impale'
     MoanVoice=SoundGroup'KF_EnemiesFinalSnd_Xmas.Patriarch.Kev_Talk'
     MeleeAttackHitSound=SoundGroup'KF_EnemiesFinalSnd_Xmas.Patriarch.Kev_HitPlayer_Fist'
     JumpSound=SoundGroup'KF_EnemiesFinalSnd_Xmas.Patriarch.Kev_Jump'
     DetachedArmClass=Class'KFChar.SeveredArmPatriarch_XMas'
     DetachedLegClass=Class'KFChar.SeveredLegPatriarch_XMas'
     DetachedHeadClass=Class'KFChar.SeveredHeadPatriarch_XMas'
     HitSound(0)=SoundGroup'KF_EnemiesFinalSnd_Xmas.Patriarch.Kev_Pain'
     DeathSound(0)=SoundGroup'KF_EnemiesFinalSnd_Xmas.Patriarch.Kev_Death'
     MenuName="Christmas Patriarch"
     AmbientSound=SoundGroup'KF_EnemiesFinalSnd_Xmas.Patriarch.Kev_IdleLoop'
     Mesh=SkeletalMesh'KF_Freaks_Trip_Xmas.SantaClause_Patriarch'
     Skins(0)=Combiner'KF_Specimens_Trip_XMAS_T.patriarch_Santa.patriarch_Santa_cmb'
     Skins(1)=Combiner'KF_Specimens_Trip_XMAS_T.gatling_cmb'
}

Wonder if have something to do with this.

Class KFHardPat113 extends Mutator;

function PreBeginPlay()
{
AddToPackageMap();
KFGameType(Level.Game).EndGameBossClass = string(Class'HardPat');

}
function Timer()
{
Destroy();

}
 
Last edited:
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I've tried adding the following below in HardPat.uc, renamed package and compiled. Still not working, it just spawns regular vanilla XMas Pat on the final wave. Funny thing is when I summon HardPat through admin commands, it spawns fine. Thing is he doesn't have XMas Patriarch skin and have the regular non event skin. Any idea gentlemens?

Code:
Class HardPat extends ZombieBoss_XMas;
 
#exec OBJ LOAD FILE=KF_EnemiesFinalSnd_Xmas.uax
#exec OBJ LOAD FILE=KF_Specimens_Trip_XMAS_T.utx
 
defaultproperties
{
     RocketFireSound=SoundGroup'KF_EnemiesFinalSnd_Xmas.Patriarch.Kev_FireRocket'
     MiniGunFireSound=Sound'KF_BasePatriarch_xmas.Attack.Kev_MG_GunfireLoop'
     MiniGunSpinSound=Sound'KF_BasePatriarch_xmas.Attack.Kev_MG_TurbineFireLoop'
     MeleeImpaleHitSound=SoundGroup'KF_EnemiesFinalSnd_Xmas.Patriarch.Kev_HitPlayer_Impale'
     MoanVoice=SoundGroup'KF_EnemiesFinalSnd_Xmas.Patriarch.Kev_Talk'
     MeleeAttackHitSound=SoundGroup'KF_EnemiesFinalSnd_Xmas.Patriarch.Kev_HitPlayer_Fist'
     JumpSound=SoundGroup'KF_EnemiesFinalSnd_Xmas.Patriarch.Kev_Jump'
     DetachedArmClass=Class'KFChar.SeveredArmPatriarch_XMas'
     DetachedLegClass=Class'KFChar.SeveredLegPatriarch_XMas'
     DetachedHeadClass=Class'KFChar.SeveredHeadPatriarch_XMas'
     HitSound(0)=SoundGroup'KF_EnemiesFinalSnd_Xmas.Patriarch.Kev_Pain'
     DeathSound(0)=SoundGroup'KF_EnemiesFinalSnd_Xmas.Patriarch.Kev_Death'
     MenuName="Christmas Patriarch"
     AmbientSound=SoundGroup'KF_EnemiesFinalSnd_Xmas.Patriarch.Kev_IdleLoop'
     Mesh=SkeletalMesh'KF_Freaks_Trip_Xmas.SantaClause_Patriarch'
     Skins(0)=Combiner'KF_Specimens_Trip_XMAS_T.patriarch_Santa.patriarch_Santa_cmb'
     Skins(1)=Combiner'KF_Specimens_Trip_XMAS_T.gatling_cmb'
}

Wonder if have something to do with this.

I've tried the same thing you did also and no bite. Marco, where are you? :(
 
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Updated.

DL:
PyHardPat

Notes:
Fixed for current version.
Added configurable Health modifier (default value is 1.000000).

Is there a way to modify the hp? Even though he spawns. He's just pretty easy to kill.

Now you can configure HardPat's Health Multiplier via PyHardPat.ini .
e.g. Set HardPatHealthModifier in ini to 2.000000 if you want to double HardPat's Health.
 
Upvote 0
Updated.

DL:
PyHardPat

Notes:
Fixed for current version.
Added configurable Health modifier (default value is 1.000000).



Now you can configure HardPat's Health Multiplier via PyHardPat.ini .
e.g. Set HardPatHealthModifier in ini to 2.000000 if you want to double HardPat's Health.

Can I have an update for this Mutator Marco,

It would be very kind, because it is the mutator which is essential all the same !

Because I can't use ScrBalance with my server !

Thanks a lot.

Did you read? I mean it's litrally the post above your one.

Humm, Flux and her answers which are of no use again and again ^^
Ok I quoted in litrally the order of the forums and also, i'm male with common sense which clearly you and most others don't have ;)
 
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