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Beta Release [GameType] Hard mode survival

TY Freebase n Forrest and others for making this work.
*************************
Use this:

if( Remain<=4 || Game.AIAliveCount>(KFGameReplicationInfo(WorldInfo .GRI).CurrentMaxMonsters+8) || ExtraZeds.Length==0 )

*********************

re the part "+8". Does an increase here change the zeds currently in game. ie +8. +12, +15 etc? or is there somewhere else to add a greater max monster max num?
 
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Yes the compile doesn't like refs. to the grimm reaper ie. "local Grim_Reaper R" and others. Mostly in the HardModeBossS.

\HBCampWatch.uc(49) : Error, Unrecognized type 'Grim_Reaper'
\HBServer.uc(1579) : Error, Unrecognized type 'Grim_Reaper'

going down his road requires these and many more refs to the reaper to be removed but there must be a code fix to allow the reaper to remain'
 
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[SM said:
TOPSGT;n2316827]Yes the compile doesn't like refs. to the grimm reaper ie. "local Grim_Reaper R" and others. Mostly in the HardModeBossS.

\HBCampWatch.uc(49) : Error, Unrecognized type 'Grim_Reaper'
\HBServer.uc(1579) : Error, Unrecognized type 'Grim_Reaper'

going down his road requires these and many more refs to the reaper to be removed but there must be a code fix to allow the reaper to remain'

Here's a link for an updated version of HardModeBoss, ServerExt and Slot Machines
https://www.dropbox.com/s/45jkv443ixi1wma/SE_Slots_HMB_Src_Compiled.7z?dl=0

Here's the proper way to compile HMB with SE and SM:
Code:
ModPackages=ServerExt
ModPackages=ServerExtMut
ModPackages=SlotMachines
ModPackages=SlotMachinesMut
ModPackages=HardModeBoss
ModPackages=HardModeBossS
 
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duk6046;n2317054 said:
Thanks to update, but SlotMachinesMut is compile error occurred. i did not any change src

[0022.25] C:\Steam\steamapps\common\killingfloor2\Developmen t\Src\SlotMachinesMut\Classes\ExtWebApp.uc(115) : Error, Type mismatch in Call to 'InitWebAdmin', parameter 1

Inside SlotMachinesMut the file ExtWebApp.uc was renamed to SlotsWebApp.uc due to the same name inside HardModeBossS (Same goes for SlotsWebAdmin_UI.uc)

Besides that if your still having an issue it's on your side because I can compile with no issues.
 
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I added this bit at the end of the file, it works with my version. GL

ExtPlayerController.uc

Code:
simulated function SetBossCamera( KFInterface_MonsterBoss Boss )
{
 // If our view target has been obliterated, the camera will default to view the player controller.
 // So, put the player controller where the view target was.
 if( Boss != none && Boss.GetMonsterPawn().HitFxInfo.bObliterated )
 {
  SetLocation( Boss.GetMonsterPawn().Location );
 }


 if( Role == ROLE_Authority && !IsLocalPlayerController() )
 {
  PlayerCamera.CameraStyle = 'None';
 }

}
 
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Finally i figured out how to be work a trader triggers (door, teleport, etc...) for some custom maps.

find the "function WaveEnded(EWaveEndCondition WinCondition)" line in HBServer.uc and add this.

local array<SequenceObject> AllWaveEndEvents;
local array<int> OutputLinksToActivate;
local KFSeqEvent_WaveEnd WaveEndEvt;
local Sequence GameSeq;

// Get the gameplay sequence.
GameSeq = WorldInfo.GetGameSequence();

if( GameSeq != none )
{
GameSeq.FindSeqObjectsByClass( class'KFSeqEvent_WaveEnd', TRUE, AllWaveEndEvents );
for( i = 0; i < AllWaveEndEvents.Length; ++i )
{
WaveEndEvt = KFSeqEvent_WaveEnd( AllWaveEndEvents );

if( WaveEndEvt != None )
{
WaveEndEvt.Reset();
WaveEndEvt.SetWaveNum( GRI.WaveNum, GRI.WaveMax );
if( GRI.IsBossWave() && WaveEndEvt.OutputLinks.Length > 1 )
{
OutputLinksToActivate.AddItem( 1 );
}
else
{
OutputLinksToActivate.AddItem( 0 );
}
WaveEndEvt.CheckActivate( self, self,, OutputLinksToActivate );
}
}
}
 
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