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Map-specific coding question

Zerethon

FNG / Fresh Meat
Nov 5, 2009
338
4
0
Ohio
So, since KF2 is built in the newer unreal, and we can make and run all kinds of crazy scripted events happen in the maps.

Will there be a "greylist" again? (Perks are useable but don't gain levels on this content)

I ask because i'm planning on making a map that brings some of my old experimental mutators to life through scripting, like making the map replace any non-husk ZED with a husk, excluding the boss

Obviously stuff like this can be terrible in terms of map size file-wise, but can let us get really creative (given that the game is in UE3)

More or less, i want to know ahead of time if stuff like this is going to be "Acceptable" in released maps, or if maps that mod the gameplay on a per-map basis are going to be a big "No-No"
 

DMN666

FNG / Fresh Meat
Jun 14, 2012
2,601
10
0
Brooklyn, NY
Yes, they added in greylisting in like the 2nd patch. TWI didnt expect for mutators to be made so fast. Map scriots can be WL as some were duringnKF1