Map Specific Mutator?

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Falidell

FNG / Fresh Meat
May 22, 2009
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Mesa,Az,USA
-first off is is possible to make a mutator that is only for a specific level?
and wouldn't show in the mutator menu
-is it possible to place said mutator in Mylevel?

can i do those? if so how?


now as far as the mutator i plan to make should be fairly simple judgeing by the kf standard specimine replacement mutators i shouldn't be too hard.
i'm making a level where i need the clots, crawlers, and bloats to never spawn period( those this can be done via ZombieVolume properties) however the part that actually needs to be coded is i want the rest of the zombies to spawn at a specifc ratio i still want it to be random with Weights so triggers are outa the question. I also want the zombies to have 10-25% more hp for example i don't want a fleshpound to be taken out be any one person unless it's solo. so i should prob nerf headshot damages on this guy as well as buff up his hp.

so basically
1. i wanna have specific type of zombies spawn at a specific ratio(or wieght-desirablility)
2. i wanna buff up the zombies hp by % so that way the higher the difficulty the higher the buff
3. if possible without changing crossbow/m14 code i wanna severly nerf the ability to get a critical headshot and 1 shot killing a fleshpound and a scrake

i don't expect this level specific mutator or the level to get whitelisted.

so any tips?

EDIT: oh any i'm not asking anyone to make it my post is mainly for the very first questions the rest if for fun facts lol and also if anyone had any tips on how to go about this. i'm competent enough that i can make it but it'll take me a lot of time and effort into getting it the way i want. so the any tips part was if anyone could give me any tips and tricks on the type of code i need and if they have any examples from any unreal game mutator i can reference
 
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Prodigy

FNG / Fresh Meat
Feb 28, 2010
239
4
0
Umbrella Corp. HQ
wow, im suprised no one has replied to this yet.
i don't know much about the scripting language used in UnrealEd, but im pretty versed in vb.net, and by relation C++/C#. unless there is a function to check for a specific mapname (which i think there is, because of Murphy's KillingEdge map, which can teleport you to BioticsLab) you cant do it.

Assuming there is a function to get a mapname or load a specific map, it could probably be done like so:

loadmap mapname and mut = yourmut
if mapname = specificmap then mut = yourmut
else if mapname = othermap then mut = notyourmut

i know that via the console you can specify all these things with console commands, so im pretty sure that you can do it with scripting. The only problem i could see coming up is keeping it from loading the mutator with other maps. If i were you i'de say that you're best bet is probably YoYo, or someone else who is knowledgeable of UnrealEd scripts.
 
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YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,459
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This shouldn't be done through a mutator, it can easily done by making custom zombie volumes and modified weapons.
 

Falidell

FNG / Fresh Meat
May 22, 2009
646
78
0
33
Mesa,Az,USA
hmmm i've been thinking of that too about the zombie volumes, however how do you make modified weapons without overwriting the original code? oh wait.... make a subclass for the guns right, with my modifications? then edit the shop equiptment in the level right? ah thats a good idea :)

do you happen to know if i can place it in Mylevel? or how would i impliment the code into my level for release?

Edit:
Also do you know how the ZombieVolume weighting system works? my guess is either:
A. the game looks at where the player(s) is(are) then looks up all the ZombieVolumes then chooses the closest ones that are availiable via minDistantstoPlayer, Touch disable time, and reuse delay. then out of the those chooses to spawn the zeds at Perfered spawnpoints. the problem with this theory is if there are 3 spawn points around the corners thats a go for spawn and have a weight of 3000 and then another spawn point clear on the other side of the level with a spawn weight of 10000 would the system use the 10000 clear on the other side of the level over the 3000 that is just around the corner? unless of course it also adds up all the weights then divides a volume's weight by thetotal wieght
Ex. 4 spawn volumes, 1 | 3000,2 | 3000, 3 | 3000, 4 | 10000
total weight= 19000
the chances for each of the spawn points are reletively.
1 | 15.79%, 2 | 15.79%, 3| 15.79%, 4 | 52.63%
those somehow i don't think thats the case cuz is undermines the Choosing of the closest volume


B. like the one above but with added radius's around the player, for ex. 2 rings around the player. first it would check if any available Volumes are within distance of the first ring, it finds 2 spawn points a 3000 weight and a 10000 weight. the system will use the 10000 weight first then the 3000 weight. if there were no zolumes within distance then it would check the second ring, if it still couldn't find any then it would just use any that are within the level.

those are my theories on how the spawn system works i could very well be wrong but it would help me to understand how it works
 
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Falidell

FNG / Fresh Meat
May 22, 2009
646
78
0
33
Mesa,Az,USA
well that was more of a question of clearification as to how the spawning system works with weights and how it picks. sry i didn't exactly make it clear :(
also i answered my own question turns out you can place the custom scripts into Mylevel :) and because it's not a mutator i no longer need to figure out how to make it level specific. turns out it a hell of a lot easier then i thought it was going to be :)
 

YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,459
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Canada
well that was more of a question of clearification as to how the spawning system works with weights and how it picks. sry i didn't exactly make it clear :(
also i answered my own question turns out you can place the custom scripts into Mylevel :) and because it's not a mutator i no longer need to figure out how to make it level specific. turns out it a hell of a lot easier then i thought it was going to be :)

Well thats good to here Jorge.