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Code Mut: Per Server Stats

Hello Marco. I'd like to run the Per Server Stats with the Killing Floor Vehicle Mod. However, the Killing Floor Vehicle Mod has a purchasable fuel can linked to a BDLevelRules that replaces the KFLevelRules.

I had a look through the source code but got rather lost in there but I could infer the KFLevelRules was being utilised. Would you be able to give some pointers please on how to switch to the BDLevelRules? There are a number of vehicle mod servers popping up and I'd like to give them an perk option.
 
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Well I replaced KFLevelRules in my Doom mutator (for weapons) like this:
Code:
function PostBeginPlay()
{
    if( bReplaceShopWeps )
        SetTimer(0.1,False);
}
function Timer()
{
    local KFGameType KF;

    KF = KFGameType(Level.Game);
    if ( KF!=None )
    {
        if( KF.KFLRules!=None )
            KF.KFLRules.Destroy();
        KF.KFLRules = Spawn(Class'KFDoomLevelRules');
    }
}
 
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I tested the latest build with the mod and the Fuel Can appeared just fine without needing to make any changes. Maybe the recent update that increased the inventory made a difference. Anyway it works as is.

Hi xbatista,
I just tested the Firebug with a rifle running with this Per Server Stats mut and the Vehicles mut running and couldn't duplicate your bug.
 
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Great news about this mutator now, the menu doesn't break how it used to when you reach trader after wave 1, but i still have the problem when you reach trader and want to change perk, but it will say you will change perk at next trader time.
It's not a bug, you are only meant to be allowed to change perk once per wave. This prevents people from switching perks during trader time to pick different discounts.
 
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I think .....
Maybe, everyone say....


Example 1

Lobby
Perk change (bsk)
:
1 Wave
:
Shop Time
Perk change lock (bsk-shooter) (Next wave change message)
:
2 Wave
:
Shop Time (shooter)
:


Example 2
Lobby (shooter)
:
1 Wave
Perk change (shooter-bsk) (Next wave change message)
:
Shop Time
Perk auto change (bsk)
Shopping
Perk change (bsk-shooter)
:
2 Wave
:


Example 3
Lobby (lv6 shooter)
:
1 Wave
DEAD
Perk change (lv6 shooter-lv6 bsk) (Next wave change message)
:
Shop Time
Spawn & Perk auto change (Spawn lv6 bsk with spawn bonus shooter)
:
3 Wave
:
 
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The current system reflects Example 2.
I'm putting it down below for comparison.

Select Class in Lobby (Shooter)
Enter Wave 1
Select Perk Change (Shooter > Berserker + Next wave change message)
End Wave 1

Trader Time
Perk auto change to Berserker
Shop (with some exploit potential)
Select Perk Change (Berserker > Firebug and auto change in Trader Time)
Shop (with some exploit potential)

Enter Wave 2 as Firebug.
 
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The "commando" damage is same.

The "commando" damage is same.

6lv commando : 50% more damage with bullpup/ak47/scar
10lv commando : 50% more damage with bullpup/ak47/scar
----------------------------------------------------------
same.
Other "perks" is damage rise.
The "commando" damage is same.
A change is necessary.
 
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I'm having a bit of an issue here.
Now that I finally got my maxplayers to 50, ServerPerks doesn't seem to load, and kills my other muts.

command line

ucc server KF-westLondon.rom?game=KFmod.KFGameType?multihome=173.234.32.19?VACSecured=true?AdminName=evor?AdminPassword=-----?Mutator=MutKFAntiBlocker.MutKFAntiBlocker?Mutator=ServerPerksV3.ServerPerksMut

I have nothing else running. What can be the issue?
 
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