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Forum Rules

CHANGES
  • Items changed, or highlighted for future attention, on 20 July 2013 are highlighted in yellow.

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    5. Linking to posts on other forums related to ANY of the above, whether you are the originator or not, without exception.[/COLOR]
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[COLOR=darkred]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.
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  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.

Examples:
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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[Mutator] Modded Specimen Mechanics

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  • [Mutator] Modded Specimen Mechanics

    This mutator adds a twist to the vanilla game by giving the zeds new abilities in their quest to kill the survivors. A play list showcasing the new abilities is on my YouTube channel (http://www.youtube.com/view_play_list?p=F1F92DF5A3B7F916) and an list of zed changes is on the project's GitHub page (https://github.com/scaryghost/SuperZombieMut/wiki)

    Latest version is 2.3.2, you can read more about it here:
    http://forums.tripwireinteractive.co...&postcount=220

    Download

    https://github.com/scaryghost/SuperZ...Mut_v2.3.2.zip

    Advanced Configuration
    A separate add on mutator was created to provide more configuration options to the mutator. You can get it from the below link:

    https://github.com/scaryghost/SuperZ...onfig_v1.1.zip

    Source Code
    https://github.com/scaryghost/SuperZombieMut

    Steam Workshop
    http://steamcommunity.com/sharedfile...s/?id=99086918
    Last edited by scary ghost; 12-08-2014, 08:06 AM. Reason: updated with 2.3.1 release
    Server Achievements|Super Zombies|KFStatsX|Specimen Mechanics

  • #2
    You like challenging, huh?


    Just a person, no big deal about me.

    Comment


    • #3
      I like it. If I saw it correctly then a swing miss will still reset the timer.
      Last edited by the 1st wasted; 03-05-2011, 10:17 AM.
      Lead, follow, or get the hell out of the way.

      Comment


      • #4
        Honestly... I think this is how it should be.

        It would make thing's much more difficult then having to just break line-of-sight to reset the timer.

        Comment


        • #5
          It's good to see others modifying the specimens.

          Another change I'd like to see is something that affects the way players can 'bodyblock' specimens. Having him switch target (post-attack) to the person that blocked his attack might add some more strategy (and difficulty), assuming this isn't what happens already.

          Alternately, alter his MeleeDamageTarget function to allow non-targets to be hit by his attacks, thus removing the ability to bodyblock. Although, while it'd add a bit of realism I don't think it's worth removing such a strategy. Even though it's a bit silly, this game needs as much additional strategy as possible, especially if it encourages teamwork.

          Comment


          • #6
            I think this is how it should be as well.

            I also think the whiffed swings should be changed, if the fp whiffs I don't think the frustration meter should reset as it is.

            It would be nice if whiffs didn't effect it at all, no pause or reset, and the only way to reset it is if the hit connects.

            I'm not sure if that would be too extreme or not, though.
            Last edited by Big_BenKYS; 03-07-2011, 06:33 AM.

            Comment


            • #7
              Sound good, but I don't see the point to modify something that should be standard with the game.
              Mainly because whitelisting a mutator seems to take forever, and this is frustrating enough for me to not release other ready mutators for months already because of that.
              Not in whitelist = unusable mutator = time wasted to have take the time to make something correctly to improve the game, whatever how the idea was good and that's sad.
              Good luck mate
              [URL="http://forums.tripwireinteractive.com/showthread.php?t=45945"]Weapon & Specimen Stats[/URL] | [URL="http://www.mediafire.com/?iuq0nfzuw6mzr"]My KF download folder[/URL] | [URL="http://forums.tripwireinteractive.com/showthread.php?t=84649"]Known bugs fixed[/URL]
              [URL="http://www.mediafire.com/?iuq0nfzuw6mzr"][/URL]

              Comment


              • #8
                YouTube - Killing Floor - Super Zombie Mutator v1.1

                Haha, I like this one scary. Good work.

                Comment


                • #9
                  Originally posted by Yin View Post
                  Haha, I like this one scary. Good work.
                  Thanks Yin! I had many ideas for deterring chainsaw gang bang, but firing a point blank rocket was the funniest one. Thanks to some bugged animations, he doesn't even load the rocket at times, there's just an explosion and people die. I would love to load that mutator and have 6 unsuspecting people try to go lumberjacks on him.

                  As Yin has mentioned, the patriarch is the next specimen I'm tinkering with. Specifically, I want to reduce the success rate of chainsaw/axe gang bang and 6 supports welding trapping him in the room because both strategies are pretty much a guaranteed win. You can get my latest commits for the patriarch changes to try for yourself on my github page under the branch "milestone_1_1".

                  https://github.com/scaryghost/SuperZ.../milestone_1_1

                  For the gang bang, I have modified the patriarch so he'll shoot a rocket at point blank instead of dropping to his knees if he is surrounded. To deal with the weld in strategy, I implemented 9_6's idea of having him automatically destroy any welded door in his path when escaping, instead of stopping to shoot a rocket. I'm still tweaking the anti-lumberjack implementation so I'm not ready yet to release an update.

                  I have some crawler and gorefast ideas I want to implement but I will take another look at fleshpounds. SMIFF, Benjanim and BenKYS have some good ideas regarding fleshpounds that I like.
                  Last edited by scary ghost; 03-07-2011, 04:20 PM.
                  Server Achievements|Super Zombies|KFStatsX|Specimen Mechanics

                  Comment


                  • #10
                    I really like the idea of him firing a rocket at point blank when he's surrounded, that would surely make the chainsaw tactic much harder or even impossible.

                    I actually kind of wish he had some kind of area of effect move that just pushed everyone around him about 10, maybe 20 or so feet away, but I guess that would be fairly difficult to add.

                    And the addition of him just being able to plow through welded doors when he's running away is a great solution to just being able to weld him in.

                    Comment


                    • #11
                      excellent work!

                      I am honestly delighted that someone is doing this, and it looks to be working out great.

                      Now someone just needs to make an m14 with a better scope, and maybe some spawning code, and that'd be a major step for KF

                      I used to have a pointless signature, but those days are past.
                      http://forums.tripwireinteractive.co...er.php?u=24084

                      Comment


                      • #12
                        That rocket attack looks very unforgiving lol. Good for unsuspecting pub lulz.

                        Greater Good Games
                        KillingFloorServer: 204.145.81.18:7707

                        Comment


                        • #13
                          I've decided to release version 1.1 as is. I can't figure out why the patriarch animations bug out when doing the point blank rocket but it does do it's job of punishing a group that has surrounded him.

                          I will be tweaking crawler, stalker, and gorefast next, then after that, some more fleshpound tweaks.
                          Server Achievements|Super Zombies|KFStatsX|Specimen Mechanics

                          Comment


                          • #14
                            Maybe you should allow the Patriarch to heal himself while he's running away and make him push away everything in his way while he runs away, once he's done healing he'll restealth, he's incredibly vulnerable when he wants to heal, either he just spazzes out, attacks someone or uses the regular "stand still and poke myself" thing, which is kinda lame. :3

                            PS: Sort of a "pushback" like the Fleshpound does when he mows through everything when he is enraged, just don't make it do incredible damage that would be overpowered.
                            Last edited by Yin; 03-11-2011, 11:32 PM.

                            Comment


                            • #15
                              I tried to add a knock back effect for when he is running away but I couldn't get it to work at the time. I do like the idea and I want to get it in. I am also considering giving him a charging melee attack like the gorefast.
                              Server Achievements|Super Zombies|KFStatsX|Specimen Mechanics

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