Mut: Per Server Stats

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arramus

FNG / Fresh Meat
May 8, 2009
1,142
57
0
Residing in Japan
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.
 

Marco

Active member
May 23, 2009
644
227
43
Finland
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');
    }
}
 

xbatista

FNG / Fresh Meat
Jul 7, 2010
87
0
0
Is this in update or it's Mutator bug, I choose Firebug and get Rifle gun, when I shot enemy it burns.. ?
 
Last edited:

arramus

FNG / Fresh Meat
May 8, 2009
1,142
57
0
Residing in Japan
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.
 

Demon_333

FNG / Fresh Meat
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.
 
Last edited:

Marco

Active member
May 23, 2009
644
227
43
Finland
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.
 

arramus

FNG / Fresh Meat
May 8, 2009
1,142
57
0
Residing in Japan
What we can do now is choose a new perk during Wave time and as soon as Trader time comes we automatically switch to it. Once in Trader time we can then change once again and automatically switch effectively giving two class changes.
 

Z-MAN

FNG / Fresh Meat
Jun 23, 2009
248
9
0
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
:
 

arramus

FNG / Fresh Meat
May 8, 2009
1,142
57
0
Residing in Japan
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.
 

mateo77

FNG / Fresh Meat
Sep 13, 2010
33
0
0
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.
 

Alex001

FNG / Fresh Meat
Jan 7, 2010
34
0
0
About, yes, Marсo, may be i can correct it? If yes, explain as it to make, please. It is necessary to change ServerPerksV3.int and still something?
 

xbatista

FNG / Fresh Meat
Jul 7, 2010
87
0
0
Marco why medic don't have more %percents when he level up to 7, 8 level ( I set in my server max 8 levels ) ? Or all Perks don't have it?
If they don't have can you make that :) ?
 

mateo77

FNG / Fresh Meat
Sep 13, 2010
33
0
0
commando bug

commando bug

10 level test

commando : Can see enemy health from 16m

An operation inability.
 

White Boy

FNG / Fresh Meat
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?
 

Marco

Active member
May 23, 2009
644
227
43
Finland
ucc server KF-westLondon.rom?game=KFmod.KFGameType?multihome=173 .234.32.19?VACSecured=true?Mutator=MutKFAntiBlocker.MutKFAntiBlocker,ServerPerksV3.ServerPerksMut

By the way; AdminPassword and AdminName can be set on KillingFloor.ini, you don't need them in your commandline.