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Server KF Whitelist Mutator Suggestion List

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Filename: KFShadeMut.zip
Mutator name: Bloody Araneae
Download: [URL="http://www.filefront.com/17047097/KFShadeMut.zip"][URL]http://www.filefront.com/17047097/KFShadeMut.zip[/URL][/URL]
Description: Only shades will appear during the game, watch your step.

Filename: KFHardMut.zip
Mutator name: Ye hard 'uns!
Download: [URL="http://www.filefront.com/17047081/KFHardMut.zip"][URL]http://www.filefront.com/17047081/KFHardMut.zip[/URL][/URL]
Description: Replaces all the specimens with Sirens, Husks, Scrake, Shades, and Fleshpounds.

Filename: OldKF251.zip
Mutator name: Old KF 2.51!
Download: [URL="http://www.filefront.com/17047063/OldKF251.zip"][URL]http://www.filefront.com/17047063/OldKF251.zip[/URL][/URL]
Description: Replaces the current specimens with the ones from KF 2.51!


All three of these mutators can be found in the General Modding section.
 
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Adminplus_v2_KF would be amazing,
im using it for lan party's at mate's houses to host internal servers..
tho we would like to use that mutator for ammo replenish(suicide is hell for ammo)
since we dont play KF at all outside lan party's we would like to use it now(and maybe some other ppl would like to use it aswell on their servers online im not sure about that)

if you could help me with this problem, would be very much appreciated!

sincerely Ironcladd
 
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Adminplus_v2_KF would be amazing,
im using it for lan party's at mate's houses to host internal servers..
tho we would like to use that mutator for ammo replenish(suicide is hell for ammo)
since we dont play KF at all outside lan party's we would like to use it now(and maybe some other ppl would like to use it aswell on their servers online im not sure about that)

if you could help me with this problem, would be very much appreciated!

sincerely Ironcladd
Can you be more specific about that utility or even better link us to some "manual"?
BTW you forgot to LINK the content for whitelisting :)
 
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Not my mutator, it's Benjamin's, I'm just the one suggesting it. [:

[Mutator] No Kill Stats

This mutator simply alters the scoreboard to replace the kill counter with a time counter - indicating how long that player has been playing in the current round. Hopefully it will help promote better team play since people will care about surviving more than getting the most kills.
 
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I like the above mutator, but is it possible to implement both the kill counter and the time counter instead of replacing?

That makes the mutator pointless then.
Many people are out there going Rambo to get high kill counts, to try to look superior to his/her team. The point it to take that OUT of the game to try and get people to survive longer, and help his/her team survive longer.
 
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KFPatHPLeft

KFPatHPLeft

Mutator: Patriarch HP left
Description: Shows the remaining health of patriarch when the squad wipe.
Thread: http://forums.tripwireinteractive.com/showthread.php?t=45256

Note: this mutator do not change the gameplay at all, he simply adds a message in the chat window when your team wipe on the patriarch.

EDIT: thread created
 
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______________________

No Dosh [Mutator]

You do not spawn with any dosh, nor can
you earn any, then entire game.
(dosh = money) :p
Trader time is still enabled to give the team time to recuperate,
heal, find ammo, replace doors to be welded again, etc.
If you find a weapon somewhere around the map, and try to sell it to the trader,
you still will not receive any dosh. So don't waste a weapon if you find one!

______________________

Bleed Out [Mutator]

The mutator is pretty simple.
You're bleeding out, so you're slowly losing health.

(I'm guessing this one might be a no. xD Possible Medic farming. But worth a shot. :p)

______________________

Both made by me [:

______________________
 
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Disable auto reloading?
[url]http://forums.tripwireinteractive.com/showthread.php?t=48264[/URL]

Source code:

class ReloadMut extends Mutator;
function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
Super.CheckReplacement(Other, bSuperRelevant);
if (Other.IsA('KFWeapon'))
{
KFWeapon(Other).bModeZeroCanDryFire = False;
}
return true;
}
simulated event Tick(float deltatime) // Clientside
{
local KFWeapon KF;
Super.Tick(deltatime);
if (Level.NetMode == NM_Client)
{
foreach DynamicActors(class'KFWeapon', KF)
{
KF.default.bModeZeroCanDryFire = False;
KF.bModeZeroCanDryFire = False;
}
}
}
defaultproperties
{
GroupName="KF-ReloadMut"
FriendlyName="Manual Reloading Mutator"
Description="Disables auto reloading."
bAlwaysRelevant=True
RemoteRole=ROLE_SimulatedProxy
}
 
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Fall_triggerpack.u

just a bunch of triggers and a mover that make mission map making easier for people.. nothing game altering... EDIT: actually come to think about it should i remove the FA_ForceRespawner? when triggered it respawns dead or alive players .... if used incorrectly it can be rather hazarous in terms of gameplay and fairness... would that make this make this triggerpack void to whitelisting or will that just be map specific issue and not my problem? i can assist with whitelisting checking by describing how this stuff works and checking the map myself if need be

download Link-> here

source code Link->here

it's ok if it doesn't make the next update it's a rather large amount of code
4101 lines, 463 statements.

i've posted this on the grey-list suggestion thread as well so if it doesn't make it here then maybe there?
also here is a link to the thread about this triggerpack if you want to look and see =D http://forums.tripwireinteractive.com/showthread.php?t=47407
 
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