KF New Specimen : The Brute (under construction)

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braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
Properties for in the mutator and questions:

1] Which files do we need to adjust?

2] ADD a character to the existing ones. So copy an existing and adjust its properties.

3] Give it sertain animations of the FP. Not all!

4] Adjust damage it creates

5] Patriach punch-out, when its slamming we need to bounce players back or out of the group like the Patriach chest-sausage.(only not as damaging)

6] When does it enter the game? (wave 3 or 4)

7] Adjust bone references in the script

8] How to create a mutator?

Hey Hemi

Before we start with answers, I would suggest re-ordering the questions in order of priority as it will save a major headache later!

So I will try and answer them how I see they need to be before you can progress.

3] Give it sertain animations of the FP. Not all!

Have you used the bone structure from the FP? this will make it much easier if the majority of the animations you are using are from the FP, this will give you a good starting base.
You can then create and add new animations to your package based on this rig.
Plus when creating the monster file, most of the file can stay as is with a few new amendments.

Also, being as you can import the FP animation into max using the ActorX importer, you will also see whether the weighting needs adjusting of fixing.

Belive me, this will be a lot easier than starting from scratch and having to manually recreate the FP anims.

1] Which files do we need to adjust?

Being as you are using the FP as a base, copy the main ZombieFleshPoundBase file and change the classname to ZombieBruteBase (keep the extension to the KFMonster).
This is the file which lists the animations and which model/package is used.

You can then tell it what animations you want to use for each action, if you them named differently than that of the original FP.

2] ADD a character to the existing ones. So copy an existing and adjust its properties.

This really goes hand in hand with the previous question.

Create a new package and use the ZombieBruteBase as your starting file!

7] Adjust bone references in the script

Again, this just follows on from the previous actions! this is assuming that you have used the irginal FP bone set?
Either way, it should not matter about the bone names, as the file calls an action i.e. Walk, which will then be produced via the animation file.

4] Adjust damage it creates

You should be able to put these values into the ZombieBruteBase file, however if you are going to create new actions, like the patriarch bump, then read on and follow the next question.

5] Patriach punch-out, when its slamming we need to bounce players back or out of the group like the Patriach chest-sausage.(only not as damaging)

Create a new class, call it ZombieBrute and extend it from ZombieBruteBase.
This file gives you the opportunity to add any new actions or functions that you want.

You can find the Patty Bump action in the ZombieBoss file, which is in KFChar classes.

I will try my best to help you put these functions in but this really is going to be a later stage. It is worth having a working model before you start creating scripts for it, as you will never know if it works if the animations are not in place to begin with.

8] How to create a mutator?

When you are happy that your animations are working and correctly weighted, then a simple replace clot mutator will be sufficient to see how the character works in game.
Again, this can wait until you are at the stage that you A/ a working model, B/ classes with walk animations etc

Once you are happy with how the character works, then we can move on the next and final step of adding the monster to the existing table.


6] When does it enter the game? (wave 3 or 4)

With the amount of work you have prior to this step, this should give me time to have a look through and decide on the best course of action.
I am thinking of a mutator that replaces zombie volumes but not sure whether this will then spawn your character at the correct wave.

this will take some work, so hopefully we can get this working around the same time you have aworking model and are happy with it in game, texture, animation and function wise.



Hope this helps?






 

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,570
573
0
Holy ****! Thanks so much. And yes, we are using the Fleshpound rig. BUT...I had to delete sertain bones in the arms, cous I dont need them.. We did this before with the Bloat rig, and since the Bloat explodes the game did to cous it was missing bones. But since the FP doesnt really have a explosion, I think we will be allright.

The animations of the FP work great with the Brute. Just a few little hikups which we can iron out later on. (its also a question of how this looks ingame)

The model looks menacing in game, and its pretty huge lol.

Ok Webley, you have the info! Now get going! lol
 

webley

FNG / Fresh Meat
Oct 14, 2010
172
43
0
www.wolfpackclan.com
Hey Hemi

Before we start with answers, I would suggest re-ordering the questions in order of priority as it will save a major headache later!

So I will try and answer them how I see they need to be before you can progress.

3] Give it sertain animations of the FP. Not all!

Have you used the bone structure from the FP? this will make it much easier if the majority of the animations you are using are from the FP, this will give you a good starting base.
You can then create and add new animations to your package based on this rig.
Plus when creating the monster file, most of the file can stay as is with a few new amendments.

Also, being as you can import the FP animation into max using the ActorX importer, you will also see whether the weighting needs adjusting of fixing.

Belive me, this will be a lot easier than starting from scratch and having to manually recreate the FP anims.

1] Which files do we need to adjust?

Being as you are using the FP as a base, copy the main ZombieFleshPoundBase file and change the classname to ZombieBruteBase (keep the extension to the KFMonster).
This is the file which lists the animations and which model/package is used.

You can then tell it what animations you want to use for each action, if you them named differently than that of the original FP.

2] ADD a character to the existing ones. So copy an existing and adjust its properties.

This really goes hand in hand with the previous question.

Create a new package and use the ZombieBruteBase as your starting file!

7] Adjust bone references in the script

Again, this just follows on from the previous actions! this is assuming that you have used the irginal FP bone set?
Either way, it should not matter about the bone names, as the file calls an action i.e. Walk, which will then be produced via the animation file.

4] Adjust damage it creates

You should be able to put these values into the ZombieBruteBase file, however if you are going to create new actions, like the patriarch bump, then read on and follow the next question.

5] Patriach punch-out, when its slamming we need to bounce players back or out of the group like the Patriach chest-sausage.(only not as damaging)

Create a new class, call it ZombieBrute and extend it from ZombieBruteBase.
This file gives you the opportunity to add any new actions or functions that you want.

You can find the Patty Bump action in the ZombieBoss file, which is in KFChar classes.

I will try my best to help you put these functions in but this really is going to be a later stage. It is worth having a working model before you start creating scripts for it, as you will never know if it works if the animations are not in place to begin with.

8] How to create a mutator?

When you are happy that your animations are working and correctly weighted, then a simple replace clot mutator will be sufficient to see how the character works in game.
Again, this can wait until you are at the stage that you A/ a working model, B/ classes with walk animations etc

Once you are happy with how the character works, then we can move on the next and final step of adding the monster to the existing table.


6] When does it enter the game? (wave 3 or 4)

With the amount of work you have prior to this step, this should give me time to have a look through and decide on the best course of action.
I am thinking of a mutator that replaces zombie volumes but not sure whether this will then spawn your character at the correct wave.

this will take some work, so hopefully we can get this working around the same time you have aworking model and are happy with it in game, texture, animation and function wise.



Hope this helps?

just what the docotor ordered, thanks man - can you come on our team speak tonight?
 

webley

FNG / Fresh Meat
Oct 14, 2010
172
43
0
www.wolfpackclan.com
Hi guys

im stuck

i got the ZombieBrute.uc made
i got the ZombieBruteMix.uc made (Cus i dont want the yellow and Red lights)
i got the ZombieBruteBase.uc made

ive added the mesh Brute_Freak and linked the animations from flesh pounder and copied the mesh properties from flesh pounder - ive added this to KF_Freaks_Trip.ukx

i can make a seperate one if you want called WPC_KF_Freaks_Trip.ukx

ive made KF_Specimens_Trip_T.utx include our skin - or i could make a seperate one called KF_Specimens_Trip_T_WPC.utx

how do i make a mutator to replace the clot?? really stuck here - what code would i use when compileing one?

arrgghhh
 

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
Hi guys

im stuck

i got the ZombieBrute.uc made
i got the ZombieBruteMix.uc made (Cus i dont want the yellow and Red lights)
i got the ZombieBruteBase.uc made

ive added the mesh Brute_Freak and linked the animations from flesh pounder and copied the mesh properties from flesh pounder - ive added this to KF_Freaks_Trip.ukx

i can make a seperate one if you want called WPC_KF_Freaks_Trip.ukx

ive made KF_Specimens_Trip_T.utx include our skin - or i could make a seperate one called KF_Specimens_Trip_T_WPC.utx

how do i make a mutator to replace the clot?? really stuck here - what code would i use when compileing one?

arrgghhh

Well done Webley for getting this far, sorry I haven't been on teamspeak, I dont use it plus I have been mega busy.

Right, I would suggest making your own packages and not touching the orignals, as when downloading from the server, clients will end up witha package they already have just with extra bits and will make it a huge download, so go with the WPC etc!!

Code:
class BruteMut extends Mutator;


function PostBeginPlay()
{
    SetTimer(0.1,False);
}
function Timer()
{
    local KFGameType KF;
    local byte i;
    local class<KFMonster> MC;

    KF = KFGameType(Level.Game);
    MC = Class<KFMonster>(DynamicLoadObject("packagename.ZombieBrute",Class'Class'));
    if ( KF!=None && MC!=None )
    {
        // groups of monsters that will be spawned
        KF.InitSquads.Length = 1;
        KF.InitSquads[0].MSquad.Length = 4;
        for( i=0; i<4; i++ )
            KF.InitSquads[0].MSquad[i] = MC;
    }
    Destroy();
}

defaultproperties
{
     GroupName="KF-BruteMut"
     FriendlyName="Brute"
     Description="Only Brutes will appear during the game."
}
This mutator will only spawn Brutes during the game. I have set it at 4, so you can get a good idea of how the character plays out.
 

webley

FNG / Fresh Meat
Oct 14, 2010
172
43
0
www.wolfpackclan.com
Well done Webley for getting this far, sorry I haven't been on teamspeak, I dont use it plus I have been mega busy.

Right, I would suggest making your own packages and not touching the orignals, as when downloading from the server, clients will end up witha package they already have just with extra bits and will make it a huge download, so go with the WPC etc!!

Code:
class BruteMut extends Mutator;
 
 
function PostBeginPlay()
{
    SetTimer(0.1,False);
}
function Timer()
{
    local KFGameType KF;
    local byte i;
    local class<KFMonster> MC;
 
    KF = KFGameType(Level.Game);
    MC = Class<KFMonster>(DynamicLoadObject("packagename.ZombieBrute",Class'Class'));
    if ( KF!=None && MC!=None )
    {
        // groups of monsters that will be spawned
        KF.InitSquads.Length = 1;
        KF.InitSquads[0].MSquad.Length = 4;
        for( i=0; i<4; i++ )
            KF.InitSquads[0].MSquad[i] = MC;
    }
    Destroy();
}
 
defaultproperties
{
     GroupName="KF-BruteMut"
     FriendlyName="Brute"
     Description="Only Brutes will appear during the game."
}
This mutator will only spawn Brutes during the game. I have set it at 4, so you can get a good idea of how the character plays out.


ok - hemi, ive given the files to buzz, youll have to rename and reference certen parts with them so they dont replace the orginals - till i get back, just backup your originals

i wasnt sure where to call it in the mutator - maybe cus i was tired - but ZombieBrute is calling the class file i made which makes sense - gah

thanks again braindead
 
Last edited:

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,570
573
0
Another helpfull post! Work it web! lol

I want this thing running arround in the engine allready. ;-)

Also, the creators of the WTFmut got 2 different clots in the game somehow (each with their own skin). So if we use that code we might be able to get the Brute up and running.

btw : your gonna get access to the server braindead when we are testing, youve earned it! And do give some feedback so we can adjust the model here and there.

First things first, get this mutator running.
 

webley

FNG / Fresh Meat
Oct 14, 2010
172
43
0
www.wolfpackclan.com
Another helpfull post! Work it web! lol

I want this thing running arround in the engine allready. ;-)

Also, the creators of the WTFmut got 2 different clots in the game somehow (each with their own skin). So if we use that code we might be able to get the Brute up and running.

btw : your gonna get access to the server braindead when we are testing, youve earned it! And do give some feedback so we can adjust the model here and there.

First things first, get this mutator running.

Should be back from manchester this evening, so will mke work tonight, hopefully, don't let me stop u and thomas and buzz in compiling this, cus I think I nudged the pushdir to far, when he hits you, you might find yourself on the moon lol
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,570
573
0
dont worry guys, were close to the end. I think we can try it on a server next week. After that its cleaning up the model / animations / damage rates etc, till we find a good balance.
 

webley

FNG / Fresh Meat
Oct 14, 2010
172
43
0
www.wolfpackclan.com
dont worry guys, were close to the end. I think we can try it on a server next week. After that its cleaning up the model / animations / damage rates etc, till we find a good balance.


we need to get it in game and play with its balance

have to decide its speed/dmg/endurance

we need to get it to work as a new specimen instead of replacing one (braindead we will still need you for that)

need to decide what wave it comes in at and how many

need to customise some of the animations and change the sounds

need to put it out to the closed beta testers for feedback

then need to release it open beta on one or two of our servers for public feedback

then we shall see from their

tonight is simply about getting it working in game with the scripts
 

webley

FNG / Fresh Meat
Oct 14, 2010
172
43
0
www.wolfpackclan.com
hey braindead

you said you managed to see the brute punch you miles across the map?

i cant see that happen and its not happening to anyone else - do we have to do something in the .ini?

im guessing the pushdir is the correct value to change in the code to perform the "throw"

but he is also not doing damage

and seems to be really resiliant to damage also

is there some sort of .uc file or code im missing that allows the brute to perform damage to a player? somewhere where i havent declared it? been looking for ages

after looking at what you did i have been able to recompile a new mutator that takes away the red/yellow glow from his head

hemi has fixed the mesh so his neck doesnt look detached ingame

and we are trying new textures

update for followers: this guy is becoming close to a working beta version for invited people to play and provide feedback before we go public with it
 
Last edited:

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
Hey Web

Its a weird one, as if I just place one in a map and let him hit me, now and again he will actually punch me so hard that I fly across the map but I think it only happens with a certain punch, as the rest do not seem to land.

However the ones we have in the mut do not hit at all, not even with this lucky punch.
Have a go and try it, just place one in a test map and let him try and hit you.

I think this is due to the missing bones in the arms, as if yu compare the skeletons of that and the FP, you will see how far the FP bones extend, plus without these bones, I don't think the anims are registering correctly, as it is just a mesh, which doesn't have collision.

I have got him punching now though, by adding notifications in the animation browser, take a look at the clot for reference! you will see in the melee anims, there are notifications to call the script 'ClawMeleeDamage'

This allows him to punch with every attack.

Should be on Steam soon, so we can go through it.