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Examples:
So people get the idea, some examples that would be considered offensive, numbered as above:
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[Mutator] Total Game Balance + Gunslinger Perk (ScrN Balance)

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  • [Mutator] Total Game Balance + Gunslinger Perk (ScrN Balance)


    [ScrN] Total Game Balance + Gunslinger Perk
    Version 9







    The latest version is v9.51 ( ChangeLog )
    Release Notes


    Overview








    Mutator allows to balance and enhance vanilla game in the following directions:
    1. PERK LEVEL BALANCE. Automatically lowers perks, which are too high for current difficulty and raises perks, that are too low. So you can split visual and bonus parts of the perks.
    2. SPAWN BALANCE. Adjusts weapon prices and spawn inventory to make it approximately even across the perks. Allows to configure spawn inventory for each perk/level and customize buy/sell prices for every weapon in the game!
    3. WEAPON BALANCE. Slightly adjusts weapon parameters, trying to make each of them useful in some circumstances. Also removes annoying issues and exploits.
      • Green Laser Sights for M14EBR
      • Alt. Fire for Husk Cannon: Napalm Launcher
      • Hunting Shotgun`s single shell reload + 3 exploits fixed
      • Balanced IJC weapons added to the official game in 1035 patch and in DLCs.
      • New weapons: M79 Incendiary, M79M Medic Grenade Launcher and M4-203M Medic Rifle.
      • and much more...
    4. GUNSLINGER PERK. A new perk designed to use pistols, esp. dual versions.
      • Total pistol rebalance: now every pistol (single or dual) has own niche.
      • Both head and body damage bonus with pistols.
      • "Cowboy mode" - extra speed, fire rate and reload bonus when holding dual pistols without an armor.
      • New weapons: Dual 44 Magums and MK23s with Laser Sights.
    5. COMBAT MEDIC PERK. Less heal, more kill.
      • Damage bonus with medic weapons.
      • No healing bonuses.
      • Faster swing with light melee weapons (Katana, Machete, Knife).
      • Up to 6 Zed Time extensions.
      • Moves at full speed in Zed Time.
    6. Server-side ACHIEVEMENTS. More than 400 custom achievements for surviving maps in different game modes, plus achievements for performing special tasks, techniques and granting teamwork.
    7. 7+ PLAYER GAMES. Dynamic level cap feature adjust max perk level to match player count. Adjusted wave sizes, zed squad spawn rate, additional perk bonuses above level 6 etc. to make 7+ player games balanced, challenging and fun.
    8. CUSTOM WEAPON SUPPORT. Now server admins can apply perk bonuses on custom weapons in config file! No more need to override perk or/and weapon code! Details here.
    9. ALTERNATE BURNING MECHNISM. fixes bugs and issues listed here, including "Crawler infinite burn" bug. Allows continuous burning zeds.
    10. A lot of other popular features: Manual Reload, Forced Max Players, Faked Players, Show Damage, Show Speed etc.
      Each feature can be turned on or off independently. So you can use only those features you like.
    Last edited by poosh; 03-14-2018, 03:52 AM.
    KF-DarkZone released! Check it out...

  • #2
    did you think about using the other dualie perk? there was one out there and i forget who made it.

    looks good tho, some nice changes. maybe i'll get around to doing legitimate testing later
    How2 Install Mutators (a newbies quick guide): http://forums.tripwireinteractive.co...ad.php?t=50243

    Pro-Tip:
    DON'T DIE

    Comment


    • #3
      Originally posted by halbridious View Post
      did you think about using the other dualie perk? there was one out there and i forget who made it.

      looks good tho, some nice changes. maybe i'll get around to doing legitimate testing later
      I know who you're on about as he made the red and gold icon for it. I feel bad as I spent days and hours helpping him with code and i've forgotten his name I use a customised version of his.

      www.fluxiservice.com - Friendly, supportive game server host awaiting your arrival.
      >> My Custom Content Archive <<

      Comment


      • #4
        Just wanna add some more notes:

        The M14 laser isn't just constantly green, it has three modes you cycle between:
        1) Lasersight off
        2) Lasersight on, red colour
        3) Lasersight on, green colour

        And another AWESOME thing Poosh did with this weapon was that when you change from the M14 to another weapon/tool, then go back to the M14 again, the mode of the laser (off/red/green) is STILL THE SAME AS IT WAS SET TO BEFORE! I think that was a great QoL upgrade to it, as it is quite annoying everytime you do something as simple as heal yourself that the laser all of a sudden is turned off.

        A question/request too to you:
        The Berserker, is it possible to change the spawn weapons a little more?
        For example:
        Berserker level 5 = Fire Axe (150 value)
        Berserker level 6 = Some other options:
        1) Katana (1000 value, with discount, 300 like all other perks' weapon values) or
        2) Fire Axe + Machete (250 value)
        3) Chainsaw (1000 value again, with discount, 300 like all other perks' weapon values)

        With option 1 and 2, then maybe buff the Chainsaw to a real beast? Like: Full runspeed bonus, 25-30 damage for primary fire, altfire to have a 1.25x headshotmultiplier, and then finally: To increase its cost to anywhere around... 1500 to 2000 dosh (but keep it at 1000 if it doesn't get the runspeed bonus)
        I mean, it would at least be nice to TEST it like that
        My KF2 suggestions:
        http://forums.tripwireinteractive.co...ad.php?t=54830

        Comment


        • #5
          Originally posted by FluX View Post
          I know who you're on about as he made the red and gold icon for it. I feel bad as I spent days and hours helpping him with code and i've forgotten his name I use a customised version of his.
          RuneHaley and the perk was DualWielder-Meant as a testing bed for a future gunslinger. A middle ground as it were. I'd imagine poosh's isn't to far removed functionality wise.

          @poosh Thank's for the shout out. Glad my tutorials and posts were of some use to you.
          Whisky's Workshop
          "As you can see here, I'm -ALL ON MY F***ING OWN! Guys where the hell are you?!"

          Comment


          • #6
            Rune Harle, yes - his perk worked fine too, and was pretty similar. when i read this first, i figured poosh had just incorporated it, but apparantly he coded his own
            How2 Install Mutators (a newbies quick guide): http://forums.tripwireinteractive.co...ad.php?t=50243

            Pro-Tip:
            DON'T DIE

            Comment


            • #7
              Originally posted by Aze View Post
              A question/request too to you:
              The Berserker, is it possible to change the spawn weapons a little more?
              For example:
              Berserker level 5 = Fire Axe (150 value)
              Berserker level 6 = Some other options:
              1) Katana (1000 value, with discount, 300 like all other perks' weapon values) or
              2) Fire Axe + Machete (250 value)
              3) Chainsaw (1000 value again, with discount, 300 like all other perks' weapon values)
              Berserker level 5 already spawns with Axe (if Spawn Balance is turned on in the mutator config).

              About level 6:
              1) Katana seems reasonable and I could agree with it. But I'm afraid Zerkers will suicide-exploit to supply teammates with Katanas. Every Support and Commando in the team with classic load-out has 3 free weight blocks to hold the Katana. And it will be the best perk to start wave 1 with: same money value as other perks, but much easier to farm kills at wave 1 and no need to spent ammo. But now you need to choose between easy kills at wave 1 or more valuable initial inventory. But it you think it isn't a big deal, I can give level 6 zerker a Katana it without a problem.

              2) Why do you need a Machete when you already have an Axe? Seems illogical to me.

              3) Giving the Chainsaw instead of Axe will make level 6 weaker than level 5 in the terms of initial weapons. Making a Chainsaw better... well, I thought about it: consuming fuel, more damage, Scrake frontal stun ability... but tbh I don't have time to do it now. Maybe later.
              KF-DarkZone released! Check it out...

              Comment


              • #8
                Originally posted by halbridious View Post
                Rune Harle, yes - his perk worked fine too, and was pretty similar. when i read this first, i figured poosh had just incorporated it, but apparantly he coded his own
                Hm, never heard about that perk. Anyway I respect authors' rights and always reference to the original source, it I took a part of the code from it. But about Gunslinger - the only thing I've taken is the name of the perk itself. All the ideas and code came from myself.
                KF-DarkZone released! Check it out...

                Comment


                • #9
                  wasn't insinuating you stole anything - just saw it and wondered if you had seen Rune's perk they ended up similar, i think.
                  How2 Install Mutators (a newbies quick guide): http://forums.tripwireinteractive.co...ad.php?t=50243

                  Pro-Tip:
                  DON'T DIE

                  Comment


                  • #10
                    New version (1.42) is out.

                    Hunting Shotgun:
                    Auto-Fire exploit fixed
                    Dropping exploit fixed
                    Skip Reload exploit fixed
                    Reloading single shell enabled to compensate lack of reload skipping.
                    KF-DarkZone released! Check it out...

                    Comment


                    • #11
                      I thought zerks couldnt move at 30% while holding the syringe? I mean, whenever I chase someone down to heal them, I run fast, and as soon as I switch to syringe, I go slow again.
                      [CENTER][/CENTER][INDENT][CENTER][B][URL="http://forums.tripwireinteractive.com/showthread.php?t=80902"]New Level of Difficulty[/URL][/B][/CENTER]
                      [CENTER]'[/CENTER]
                      [CENTER][B][URL="http://forums.tripwireinteractive.com/showthread.php?t=81246"]New Specimen: Volt[/URL][/B][/CENTER]
                      [/INDENT]

                      Comment


                      • #12
                        Originally posted by Left 4 Dinner View Post
                        I thought zerks couldnt move at 30% while holding the syringe? I mean, whenever I chase someone down to heal them, I run fast, and as soon as I switch to syringe, I go slow again.
                        First, zerk doesn't move at 30% speed, but 30% slower, i.e. at 70% speed. It is enough to outrun from HoE Clots and slower zeds, but you can't evade Gorefasts, Stalkers and Crawlers while healing.

                        Second, healing is a Medic's job, not zerk's. Because in vanilla kiting game it is better to run as zerk with medic gun instead of medic due to medic gun dropping exploit, Clot grabs and Siren resistance.
                        KF-DarkZone released! Check it out...

                        Comment


                        • #13
                          I just thought i'd put my view on your work Poosh and say you've done such a great job here mate. It's nice to see your contribution to this community and now I have finally seen this side of you as I didn't think you was the modder type but i've seen the odd moment you trying to help.

                          Great work and I can see great views for this. Is this decompilable? I only want to know how you fixed the flamethrower forcing to 4th slot as I tried this with someone else and we had it constantly going back to slot 3 over a network but solo worked perfectly. There is other fixs I would also like to implement into my ServerPerks with permission obviously.
                          Last edited by FluX; 06-23-2012, 03:42 PM.

                          www.fluxiservice.com - Friendly, supportive game server host awaiting your arrival.
                          >> My Custom Content Archive <<

                          Comment


                          • #14
                            Originally posted by FluX View Post
                            I just thought i'd put my view on your work Poosh and say you've done such a great job here mate. It's nice to see your contribution to this community and now I have finally seen this side of you as I didn't think you was the modder type but i've seen the odd moment you trying to help.

                            Great work and I can see great views for this. Is this decompilable? I only want to know how you fixed the flamethrower forcing to 4th slot as I tried this with someone else and we had it constantly going back to slot 3 over a network but solo worked perfectly. There is other fixs I would also like to implement into my ServerPerks with permission obviously.
                            Thank you. Yes, this mod is decompilable, but you can also download the original source code from here. You're welcome to use any parts of mine code, but it would be nice if you'd reference the original author (i.e. me ) in your mutator.

                            About the flamer... nah, I didn't completely fixed it. It works only in stand-alone games (solo, listen server), but have replication issues with clients. So I comment it out before the release, so flamer still is in slot 3. Forgot to point it in release notes, sorry.
                            If you want to change it for sure, I think you need to make a subclass of FlameThrower and set InventoryGroup in default properties:
                            Code:
                            class MyFlameThrower extends FlameThrower;
                            
                            defaultproperties
                            {
                                 InventoryGroup=4
                            }
                            But in such case you will be supposed to replace pickups, make changes in the firebug perk to add bonuses to your flamer etc. that I effin hate in KF modding! For example, I was supposed to override 14 classes just to add alternate fire to the Husk Cannon.
                            KF-DarkZone released! Check it out...

                            Comment


                            • #15
                              This sounds pretty sweet, poosh! Just downloaded it, definitely plan on tooling around with everything, especially Gunslinger.

                              The different-colored M14 lasers are a great idea. Do you have any plans to release them in a non-mutator fashion, similar to the RE4 Trader or MW3 weapon replacements?

                              Comment

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