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[Mutator] Modded Specimen Mechanics

advanced config options

advanced config options

Adds overrides to disable some abilities. The mutator will replace the default Super Zombie mutator in the mutator list if selected and has its own configuration settings.

Download
https://dl.dropboxusercontent.com/u/16251678/SZAdvancedConfig_v1.0.zip[url]https://dl.dropboxusercontent.com/u/16251678/SZAdvancedConfig_v1.0.zip[/URL]

Screen Shots

Spoiler!

Spoiler!
 
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Adds overrides to disable some abilities. The mutator will replace the default Super Zombie mutator in the mutator list if selected and has its own configuration settings.

Download
https://dl.dropboxusercontent.com/u/16251678/SZAdvancedConfig_v1.0.zip[url]https://dl.dropboxusercontent.com/u/16251678/SZAdvancedConfig_v1.0.zip[/URL]

Screen Shots

Spoiler!

Spoiler!

I'd like to use it, but my server shows it is not whitelisted. It has been over 6 months, so why is it not whitelisted?
 
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Im using the 2.2.1 version and i think this mutator is awesome. Many of that things should be default for the game.

About the balance of the game in HEO:
I only think the siren damage is too high to "Her scream will hit through all objects."

Nice job.

edit:
i have 1 question
i was playing in 6 player hoe e the FP wasn't dying
was needed something like 3 or 4 times the damage to kill it
is this how is should be or some bug?
thanks
 
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Please re-enable~~~

Please re-enable~~~

1059 broke Super Zombies. It is like Brute: still whitelisted but unable to use.

I too love this mutator...Hmm
It would be useful if they were...difficulty atrocities~
I've a fovor to ask you, Please re-enable~~~

I complaint for updating, unable to use the existing mutators..
Why updates meaningless, right?
 
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Updated the mutator to work with KF 1060 and made a few tweaks. Also updated the advanced config version for clot ability.

Download
https://github.com/scaryghost/SuperZombieMut/releases/download/2.3/SuperZombieMut_v2.3.zip[url]https://github.com/scaryghost/SuperZombieMut/releases/download/2.3/SuperZombieMut_v2.3.zip[/URL]
[url]https://github.com/scaryghost/SuperZombieMut/releases/download/2.3/SZAdvancedConfig_v1.1.zip[/URL]

Changes
Clot

  • Body shots do 50% less damage
Bloat

  • Shotgun bullets do not penetrate bloats
Bug Fixes

  • Updated the mutator to work with KF v1060
  • Fixed husk ability of direct hitting targets
 
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Updated the mutator to work with KF 1060 and made a few tweaks. Also updated the advanced config version for clot ability.

Download
https://github.com/scaryghost/SuperZombieMut/releases/download/2.3/SuperZombieMut_v2.3.zip[url]https://github.com/scaryghost/SuperZombieMut/releases/download/2.3/SuperZombieMut_v2.3.zip[/URL]
[url]https://github.com/scaryghost/SuperZombieMut/releases/download/2.3/SZAdvancedConfig_v1.1.zip[/URL]

Changes
Clot

  • Body shots do 50% less damage
Bloat

  • Shotgun bullets do not penetrate bloats
Bug Fixes

  • Updated the mutator to work with KF v1060
  • Fixed husk ability of direct hitting targets

Thank you for this!

Please submit it to the whitelist thread as well!
 
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May I request some code changes to remove mutator references from super zed classes, i.e. allowing super zeds to be spawned and fully functioning without running the mutator (e.g. spawning via ZED Manager)?

For example, ZombieStalker is using mut pointer to access BleedingPawns. How about changing it to this:
Code:
class ZombieSuperStalker extends ZombieStalker;

[strike]// var SuperZombieMut mut;[/strike]
[COLOR="Lime"]var BleedingPawns BP;[/COLOR]

function bool MeleeDamageTarget(int hitdamage, vector pushdir) {
    local bool result;

    result= super.MeleeDamageTarget(hitdamage, pushdir);
    if (result && KFHumanPawn(Controller.Target) != none) {
        if ( default.BP == none )
            default.BP = spawn(class'BleedingPawns', Level);
        default.BP.addPawn(KFHumanPawn(Controller.Target), Self);
    }
    return result;
}
Same with Crawlers.
 
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May I request some code changes to remove mutator references from super zed classes, i.e. allowing super zeds to be spawned and fully functioning without running the mutator (e.g. spawning via ZED Manager)?

For example, ZombieStalker is using mut pointer to access BleedingPawns. How about changing it to this:
Code:
class ZombieSuperStalker extends ZombieStalker;

[strike]// var SuperZombieMut mut;[/strike]
[COLOR=Lime]var BleedingPawns BP;[/COLOR]

function bool MeleeDamageTarget(int hitdamage, vector pushdir) {
    local bool result;

    result= super.MeleeDamageTarget(hitdamage, pushdir);
    if (result && KFHumanPawn(Controller.Target) != none) {
        if ( default.BP == none )
            default.BP = spawn(class'BleedingPawns', Level);
        default.BP.addPawn(KFHumanPawn(Controller.Target), Self);
    }
    return result;
}
Same with Crawlers.

I thought about this and it will work, except players won't receive HUD notifications about bleeding & poison states. Those are handled via an interaction and custom replication info class, both of which are setup in the mutator.
 
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Well you can spawn custom PRI and Interaction in Poisoned/Bleeding Pawns too. But I admit that it is too much work for minor changes.

The reason why I'm trying to avoid using SuperZombieMut is because it uses own KFMonstersCollection: SZMonstersCollection. It is a good workaround for vanilla game, but it is annoying when using other custom zeds mutators: Zed Manager or MutAdd*.

Can you at least make it configurable? bReplaceMonstersCollection config variable would solve everything.
 
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