New Perk "Sentry Tech" aka Sentry and High Tech Weapons Specialist

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Guardiannknight

FNG / Fresh Meat
Mar 24, 2012
420
0
0
www.guardiansworlds.com
Both is. I can add you and we can discuss this faster, and it just goes up. The more info is I'm on a map called Testmap Advanced if that helps you at all.

Sent you a private message :) If it only happens on that test map, it might be the map. I don't have anything set in the perk to do with health at all, other than taking extra damage, but that works at lower perk levels, and at higher percentage of extra damage taken... It might be the map your on. :)

Is anyone else having this problem?
 

Guardiannknight

FNG / Fresh Meat
Mar 24, 2012
420
0
0
www.guardiansworlds.com
UPDATE: V103

UPDATE: V103

Changes:

1. Fixed armor, max is now 80% better armor(tried 95%, to strong, way unbalanced). At 100% the armor is never damaged... and anything above 100%, the game goes a little crazy with the armor it seems and also health... Oo Thank you (iamherefordownloadsz) for letting me know the problem. It has now been fixed :)

2. Changed a few settings on the SentryTech's weapons. Very minor changes. Except for the price on the Tech PipeBomb, increased the price, due to the power ;)


NOTICE

Had to do a few more code changes.. So, i had to reupload V103. If you downloaded the file prior to the edit of this message, 12:15am on 12/16/2012, redownload it again. 100% stronger armor would not work... the armor stayed at 100%... :eek: So, knocked it to 80%, and that works :p Thank you again (iamherefordownloadsz) for letting me know about this, and helping on testing the updates :D


Download link in first post :)
 
Last edited:

hegyeri

Member
Aug 29, 2012
201
8
18
I am installed the SentryTechPerkandWeapV103.zip
The server does not start! :(

Bug report:
Warning: Failed to load 'KFPortalTurret': Can't find for package 'KFPortalTurret'
Warning: Failed to load 'SentryTechWeapV103': Can't find for package 'KFPortalTurret'
 

Guardiannknight

FNG / Fresh Meat
Mar 24, 2012
420
0
0
www.guardiansworlds.com
I am installed the SentryTechPerkandWeapV103.zip
The server does not start! :(

Bug report:
Warning: Failed to load 'KFPortalTurret': Can't find for package 'KFPortalTurret'
Warning: Failed to load 'SentryTechWeapV103': Can't find for package 'KFPortalTurret'

Did you delete earlier versions of sentryperk and sentryweap from your killingfloor/system directory? Make sure to delete all 3 files from the earlier version. Let me know if you have done this, if not that will probably be where the error is coming from. :)
 

Guardiannknight

FNG / Fresh Meat
Mar 24, 2012
420
0
0
www.guardiansworlds.com
Old was not installed! Only v103

If you can, please post the error log your getting. It will be in a txt file in your system directory. List the directory by date, and it will be one of the newest files, after you try to run the server and you get the error.

I will fix the problem when I get home after work. I was going to release a major update, that fixed a few things.

The update should fix.

Plasma Cutter main fire not progressing perk points.

Lowered Armor to max 75% to help balance perk.

Other tweaks, especially to the tech pipe bomb.

Will be changing names of the pickups and other source files, to keep pickup names from conflicting with weapons if already used on a server. Would conflict with discounts and such.

Will fix problem with portal turret, just need to see where the error is coming from.




EDIT :
Only post the last part of the error log, right before the error starts and on. I think I know why that error is coming up. It will probably be taken care of when I change the names of the pickups and other source files. I'll hopefully know more when you post the error log. :)


EDIT 2:
I think I know where that error is coming from. When I compiled the source, i forgot to remove the portal turret system files from the system directory. This will be fixed in the upcoming update. If you want v103 to work, until I release 104 this evening, you can download the portal turret, and install it. That will take care of the error until I release 104.
 
Last edited:

Guardiannknight

FNG / Fresh Meat
Mar 24, 2012
420
0
0
www.guardiansworlds.com
Think the medic turret could be compatible with this perk's progress? (or at least Field Medic lolol)


Would be nice ;) I have changed and added codes in the new damage files for the perk. We will see if it allows the bots damage to progress the perk. I don't think it will. I think it's how the bots and turrets are looked at as weapons, being AI controlled. That is why I was confused why Hemi's plasma cutter main fire was not progressing the perk. Found a part of code that was either missing in the one source file, or I had removed by accident. So, the new update should fix the plasma Cutter problem. As for the bots, we will see. I don't think the bots damage, will work at the perk progression, but we will see with the update. I really think it's where the bots are AI and not controlled by the player. So, the game recognizes them, just as it would recognize the AI player bots, just as AI damage, and not player damage.

Look over any strange words or misspellings, i'm on my phone. :)
 
Last edited:

hegyeri

Member
Aug 29, 2012
201
8
18
...

EDIT 2:
I think I know where that error is coming from. When I compiled the source, i forgot to remove the portal turret system files from the system directory. This will be fixed in the upcoming update. If you want v103 to work, until I release 104 this evening, you can download the portal turret, and install it. That will take care of the error until I release 104.

Thanks, I look forward.


Remark!
Could be some changes:
- Spawn MedicSentryBot instead of BioLauncher or PlasmaCutter (weapon would be needed, not bot)
- Do not run faster than the medic (too many advantages)
- Not spawn armor (too many advantages)
 

Guardiannknight

FNG / Fresh Meat
Mar 24, 2012
420
0
0
www.guardiansworlds.com
Thanks, I look forward.


Remark!
Could be some changes:
- Spawn MedicSentryBot instead of BioLauncher or PlasmaCutter (weapon would be needed, not bot)
- Do not run faster than the medic (too many advantages)
- Not spawn armor (too many advantages)


Spawning stuff becomes tricky. The reason I picked the medic bot, is because it's resale is only 10$. The biogun would be way to high priced of a gun to give at first. The plasma cutter, would be possible maybe at higher perk levels. Plus, the medic bot helps make it through the first wave on modded servers, mine especially, with at least one fatale spawning on the first wave :p

As for the armor. I have continued to work on it to balance the perk some. And i have learned a lot on how the games uses the armor levels. I think he new setting of 75% max will be good. It's only 5% higher than the medics final level. Also, in the update, the armor in each level is down. The perk will max out the armor at level 5. Currently I think it's 3.

As for the speed, it's needed. With low to no armor, the perk is an easy kill for the zeds, since the perk takes extra damage from every thing. With the speed of the medic or near medic, it would be unbalanced in the other direction, especially for those that choose not to wear armor, which is a big mistake with this perk. The speed also fits into what the perk is. An advanced solider ;) just think of the perk as having bionic legs, which moves as fast as his/her sentry bots ;)

I think the lower armor levels per level will help a lot, along with the max of 75% armor. The perks huge weakness is sirens. With extra damage be taken, and sirens ignore armor. One scream close scream at beginning of the perk, can almost if not kill you. That again, is where the speed is needed. :) I die easily in later rounds on my modded server, especially with others playing. All it takes is to get swarmed by several zeds at a little above normal level difficulty, and the perks dies quickly, especially with sirens.

The big thing to remember with all the perks I make, they are not really for normal regular servers. They are made for normal modded servers or hard regular and modded servers and above :)
 

hegyeri

Member
Aug 29, 2012
201
8
18
Spawn MedicSentryBot
- So useless at the start of the medic perk (others will not be used at the start of the medic)
- MedicSentryBot 4-5-etc. wave useful, but until excess.
Do not run faster than the medic
- you can not keep up with the Medic

It should be considered! :rolleyes:
 
Last edited:

Guardiannknight

FNG / Fresh Meat
Mar 24, 2012
420
0
0
www.guardiansworlds.com
- So useless at the start of the medic perk (others will not be used at the start of the medic)
- MedicSentryBot 4-5-etc. wave useful, but until excess.
- you can not keep up with the Medic

It should be considered! :rolleyes:


The speed of the perk more than likely won't change, it's what helps make the perk and makes it different. If i changed the speed to near medic, i would have to go back and change damage taken settings, so pretty much, I would be making a different perk, from what the image of this perk should be. So, the speed won't change much if any ;)

I have thought about the medic bot and how it would effect medics. I have thought about it being a problem at the beginning. I may switch it out with one machine pistol, and let the player make the decision to buy it. Later, in the perk the plasma Cutter will be given.
 
Last edited:

Guardiannknight

FNG / Fresh Meat
Mar 24, 2012
420
0
0
www.guardiansworlds.com
UPDATE: V104

Changes(MAJOR UPDATE)

1.Fixed Plasma Cutter main fire. The main fire of the plasma cutter was not increasing the perk progress. It now will progress the perk progress.

2.Changed names of the pickups for each weapon, so it will not conflict with the same weapon that might be on a server.

3.Removed med bot as starting weapon from zero and on. Player now starts with a Machine Pistol, and will later get a Plasma Cutter instead of the pistol. Also, armor is now given at 6 instead of 5.

4. Changed armor values from 1 to 6. Lowered armor greatly, now maxes at 55% at lvl 6, and from 7 on, it will be 65%.

5. Added portal turrent system files to the perk package. The files may be needed to keep from getting an error when loading the portal turret, so remember to also copy the portal turret system files to the killingfloor/system directory. If you already have the portal turret running on your sever, you will not need to copy the portal turret system files.

6.MAKE SURE to notice and FIX the new pickup names for the weapons

7. Tweaked settings on some of the weapons, especially the techpipebomb ;)




Download link in first post :)
 

Guardiannknight

FNG / Fresh Meat
Mar 24, 2012
420
0
0
www.guardiansworlds.com
You can change resale values, athough you'll need to create your own version of the weapon pickup and compile (i think, or it might be the inventory class)

I'll have to look for that. I never have paid attention for the resale. I always thought the game gave about half for the weapon. :p Is it a percentage that you put in? Because most weapons go for about half what you put them for. Because even if I change the price of a weapon, it still goes for about half of what I changed the price for, resale wise. The one who made the medic bot, must have set the resale low. I'll have to look for that, especially on the medic bot. It needs to be set for about half resale like other things are. :)

But, went with the a single machine pistol for a starting weapon :) Plus that allows medics to be a purpose and it's up to the person to buy the medic bot or not. :)
 
Last edited:

EpharGy

Grizzled Veteran
Jan 3, 2011
1,346
63
48
Australia
www.sykosis.co.uk
I'll have to look for that. I never have paid attention for the resale. I always thought the game gave about half for the weapon. :p Is it a percentage that you put in? Because most weapons go for about half what you put them for. Because even if I change the price of a weapon, it still goes for about half of what I changed the price for, resale wise. The one who made the medic bot, must have set the resale low. I'll have to look for that, especially on the medic bot. It needs to be set for about half resale like other things are. :)

But, went with the a single machine pistol for a starting weapon :) Plus that allows medics to be a purpose and it's up to the person to buy the medic bot or not. :)

If you don't have a value, it uses a %, i cant remember what, but if you add a value it uses this IIRC.
 

poosh

Grizzled Veteran
Jan 6, 2011
3,389
326
83
You can change resale values, athough you'll need to create your own version of the weapon pickup and compile (i think, or it might be the inventory class)

Second argument of CreateInventoryVeterancy() points the sale value of a spawn inventory (in percents of unperked gun's price).
 

Guardiannknight

FNG / Fresh Meat
Mar 24, 2012
420
0
0
www.guardiansworlds.com
Welding will be the Turret and USCM?!
purchase: AdvancedWelderPickup 0 block 500$
:)


Are you talking about being able to weld turrets? I may look into that this weekend. However, Massacrer was saying that if turret welding was done to much, it could crash the server. So, i'll look into it this over the weekend :)

i will probably be releasing another update this evening, if time permits. :)
update will consist of
1. Fixing medic bot resale price.
2. May decrease movement speed some. Perk will still be fast, thinking about knocking the speed down a little, that should finish on balancing the perk.
3. Tweaking tech pipe bomb a little more. Mainly visual effects ;)
4. May give either a small increase in power to the techs non AI weapons per perk level or reload speed. More than likely a small boost in power per level.