MAIN MUTATOR FEATURES:
- Configurable Monster Squads: main monster squads, special squads, end boss and etc - total control of the KF spawn system, everything via WEBADMIN (screenshot here);
- Multiple Bosses in the Final Wave: you can add multiple Bosses in the end game, like Normal Patriarch, Hard Patriarch then CyberDemon
- Configurable Monsters: change health/speed/damage/etc (screenshot here);
- Monster Aliases: create specimen variations (e.g. super fast crawlers, stronger FPs to fight in the Boss Time etc)
- Add New Monsters: additional monsters can be added via Monster Configuration tab and then configured to appear in any Wave. For instance, you can add Shiver in monster tab then insert this monster in some squad at any wave.
- Bonus Stage:
The bonus stage is started when the wave ends (before trader time), the server sets godmode and 500hp (to increase player speed) for all players. Top killer wins LOADS OF MONEY!
Killing Floor Bonus Stage Mutator - YouTube
- Boss Time:
The boss is spawned when the wave ends (before trader time). You can set any specimen as boss (for instance: a crawler with 100x health eheheh).
In the video I have configured 8 fleshpounds with 15x health and 10% less speed. Notice the pipebomb stockpilling - the first FP survived 8 pipes
Killing Floor Boss Time Mutator - YouTube
Additional configurations are available in the WebAdmin interface under KFBossSquad group.
See some details in the below video:
http://youtu.be/nBidpVThcRI
(Watch in HD OFC)
Using this mutator you have TOTAL CONTROL of the monsters squads. There is no need to use any mutator to add monsters.
All monsters squads can be configured via WebAdmin. Today the mutator is shipped with default squads.
BTW, don't use any mutator to add monsters, instead you must use the Squads WebAdmin frame shown above. Insert your monster in some squad (or create a new squad) then have fun.
If you insert a new monster (from a NEW package) be sure to restart the server before playing - otherwise the monster will be INVISIBLE when spawning!
In the Monster Configuration tab you can scale the monster health/speed/damage. In this tab you can create new monster aliases which can be used in the 'Bonus Stage' or 'Boss Time' (or during the normal waves as well).
For instance: you can create a Clot with 3x speed which can be used in Bonus Stage. Or, you can create a FleshPound with 5x health which can be used in Boss Time.
Or, simply you can do little adjustments to speed/health/damage... For instance: if you want that all fleshpounds have 10% more health then you can set "Body health multiplier" to 1.10 (the same for "Head health multiplier").
If you don't want BonusStage/BossTime just leave the "Boss squad" configuration empty. For BossTime the "Player Count Scale" increases the number of specimens according to the formula: 1 + (NumPlayers - 1) * PlayerCountScale[WaveNum];
(for instance: if players=3 and scale=0.5 then multiplier=2)
If you want to spawn Large Bosses (such CyberDemon) add they in the "LargeBoss squad" configuration.
To select between normal bosses and large bosses use "mutate makebig" or "mutate makesmall" (like in Doom3 mut).
If "Boss Time monster teleport" is enabled (teleport effect during Boss Time) then it is required to install the Marco's Doom3 mutator.
Only the assets are used, you don't need to enable the Doom3 mutator (and must not enable). I'm using the Doom teleport effect during Boss Time
If the teleport effect is disabled the Doom3 mutator files aren't used at all (then you don't need a REDIRECT server for this files).
- Installing:
(installs instructions video available in this link, click here. - watch in HD OFC)
1. Download the Marco's Doom3 mutator (Doom3KF.rar) - OPTIONAL;
- http://forums.tripwireinteractive.com/showthread.php?t=51253
2. Download the KFBossSquad mutator;
(see attached files)
3. Extract both files into KF dedicated server root folder
(I'm using 7-zip - http://www.7-zip.org/)
4. Edit the server startup line (KF_Server_Launcher.bat):
game: "KFBossSquad.BSGameType"
add the mutator: "KFBossSquad.KFBossSquad"
For example:
5. Launch the server and access the webadmin (webadmin must be enabled in killingfloor.ini):
http://127.0.0.1:8075/
Known restrictions:
- Only long game is supported today;
- For event zeds you must manually adjust the class names;
- Notice this mutator uses a custom GameType (BSGameType), so you can't use this with other GameType's!!!
If you find some bug, or you are having some difficulties setting up the mutator please PM me!
Developers welcome:
https://github.com/kingsumos/KFBossSquad
- Change Log
v0.4:
- Added dynamic MaxZombiesOnce;
- Fixed bug in the 'alias' system (CRITICAL, upgrade ASAP!);
v0.3:
- Updated configuration file (KF v1060)
v0.2:
- Doom'3 package is now optional;
- Configurations options added in WebAdmin.
- Configurable Monster Squads: main monster squads, special squads, end boss and etc - total control of the KF spawn system, everything via WEBADMIN (screenshot here);
- Multiple Bosses in the Final Wave: you can add multiple Bosses in the end game, like Normal Patriarch, Hard Patriarch then CyberDemon
- Configurable Monsters: change health/speed/damage/etc (screenshot here);
- Monster Aliases: create specimen variations (e.g. super fast crawlers, stronger FPs to fight in the Boss Time etc)
- Add New Monsters: additional monsters can be added via Monster Configuration tab and then configured to appear in any Wave. For instance, you can add Shiver in monster tab then insert this monster in some squad at any wave.
- Bonus Stage:
The bonus stage is started when the wave ends (before trader time), the server sets godmode and 500hp (to increase player speed) for all players. Top killer wins LOADS OF MONEY!
Killing Floor Bonus Stage Mutator - YouTube
- Boss Time:
The boss is spawned when the wave ends (before trader time). You can set any specimen as boss (for instance: a crawler with 100x health eheheh).
In the video I have configured 8 fleshpounds with 15x health and 10% less speed. Notice the pipebomb stockpilling - the first FP survived 8 pipes
Killing Floor Boss Time Mutator - YouTube
Additional configurations are available in the WebAdmin interface under KFBossSquad group.
See some details in the below video:
http://youtu.be/nBidpVThcRI
(Watch in HD OFC)
Using this mutator you have TOTAL CONTROL of the monsters squads. There is no need to use any mutator to add monsters.
All monsters squads can be configured via WebAdmin. Today the mutator is shipped with default squads.
BTW, don't use any mutator to add monsters, instead you must use the Squads WebAdmin frame shown above. Insert your monster in some squad (or create a new squad) then have fun.
If you insert a new monster (from a NEW package) be sure to restart the server before playing - otherwise the monster will be INVISIBLE when spawning!
In the Monster Configuration tab you can scale the monster health/speed/damage. In this tab you can create new monster aliases which can be used in the 'Bonus Stage' or 'Boss Time' (or during the normal waves as well).
For instance: you can create a Clot with 3x speed which can be used in Bonus Stage. Or, you can create a FleshPound with 5x health which can be used in Boss Time.
Or, simply you can do little adjustments to speed/health/damage... For instance: if you want that all fleshpounds have 10% more health then you can set "Body health multiplier" to 1.10 (the same for "Head health multiplier").
If you don't want BonusStage/BossTime just leave the "Boss squad" configuration empty. For BossTime the "Player Count Scale" increases the number of specimens according to the formula: 1 + (NumPlayers - 1) * PlayerCountScale[WaveNum];
(for instance: if players=3 and scale=0.5 then multiplier=2)
If you want to spawn Large Bosses (such CyberDemon) add they in the "LargeBoss squad" configuration.
To select between normal bosses and large bosses use "mutate makebig" or "mutate makesmall" (like in Doom3 mut).
If "Boss Time monster teleport" is enabled (teleport effect during Boss Time) then it is required to install the Marco's Doom3 mutator.
Only the assets are used, you don't need to enable the Doom3 mutator (and must not enable). I'm using the Doom teleport effect during Boss Time
If the teleport effect is disabled the Doom3 mutator files aren't used at all (then you don't need a REDIRECT server for this files).
- Installing:
(installs instructions video available in this link, click here. - watch in HD OFC)
1. Download the Marco's Doom3 mutator (Doom3KF.rar) - OPTIONAL;
- http://forums.tripwireinteractive.com/showthread.php?t=51253
2. Download the KFBossSquad mutator;
(see attached files)
3. Extract both files into KF dedicated server root folder
(I'm using 7-zip - http://www.7-zip.org/)
4. Edit the server startup line (KF_Server_Launcher.bat):
game: "KFBossSquad.BSGameType"
add the mutator: "KFBossSquad.KFBossSquad"
For example:
Code:
ucc server KF-westlondon.rom?game=KFBossSquad.BSGameType?VACSecured=true?MaxPlayers=6?AdminName=Admin?AdminPassword=123?Mutator=KFBossSquad.KFBossSquad -log=server.log
http://127.0.0.1:8075/
Known restrictions:
- Only long game is supported today;
- For event zeds you must manually adjust the class names;
- Notice this mutator uses a custom GameType (BSGameType), so you can't use this with other GameType's!!!
If you find some bug, or you are having some difficulties setting up the mutator please PM me!
Developers welcome:
https://github.com/kingsumos/KFBossSquad
- Change Log
v0.4:
- Added dynamic MaxZombiesOnce;
- Fixed bug in the 'alias' system (CRITICAL, upgrade ASAP!);
v0.3:
- Updated configuration file (KF v1060)
v0.2:
- Doom'3 package is now optional;
- Configurations options added in WebAdmin.
Attachments
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