Remake of TheBlackCheetah's KF 2.51 specimen replacement mod!

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C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
2,716
0
*bug-report-bump*

Just tried two games on this. KF-2005bioticslab and KF-Deathbasin sands. At wave 3, the ZEDs stop spawning. On the first game, it stopped at "18" on the second game, "24" :confused:
 

GCameron

FNG / Fresh Meat
Jun 21, 2010
56
0
0
I tried this and they stopped spawning on wave 2 with me.
Also, there are no headshots, but it was like that with BC's too.
 

Giles M.

FNG / Fresh Meat
Jun 1, 2010
73
2
0
i get that bug too i never played the mod version but i have to say it has its own feel to it great mutator :D
 

Marco

Active member
May 23, 2009
645
232
43
Finland
Mutator script problems:
Delete whole Tick function, it's not needed (and it wont work online).

Modify Timer to replace SpecialSquads and FinalSquads too:
Code:
function Timer()
{
    local KFGameType KF;
    local int i,j;

    KF = KFGameType(Level.Game);
    if ( KF!=None )
    {
        for( i=0; i<KF.InitSquads.Length; i++ )
        {
            for( j=0; j<KF.InitSquads[i].MSquad.Length; j++ )
                KF.InitSquads[i].MSquad[j] = GetReplaceClass(KF.InitSquads[i].MSquad[j]);
        }
        for( i=0; i<KF.SpecialSquads.Length; i++ )
        {
            for( j=0; j<KF.SpecialSquads[i].ZedClass.Length; j++ )
                KF.SpecialSquads[i].ZedClass[j] = GetReplaceClass(KF.SpecialSquads[i].ZedClass[j]);
        }
        for( i=0; i<KF.FinalSquads.Length; i++ )
        {
            for( j=0; j<KF.FinalSquads[i].ZedClass.Length; j++ )
                KF.FinalSquads[i].ZedClass[j] = GetReplaceClass(KF.FinalSquads[i].ZedClass[j]);
        }
        KF.FallbackMonster = GetReplaceClass( Class<KFMonster>(KF.FallbackMonster) );
        KF.EndGameBossClass = string(Class'ZombieBossOld');
    }
}
And NEVER replace by None (eventually stops zombies from spawning), instead spawn Stalkers or something:
Code:
function Class<KFMonster> GetReplaceClass( Class<KFMonster> MC )
{
    switch( MC )
    {
    case Class'ZombieClot':
        return Class'ZombieClotold';
    case Class'ZombieBloat':
        return Class'ZombieBloatold';
    case Class'ZombieCrawler':
        return Class'ZombieCrawlerold';
    case Class'ZombieHusk':
    case Class'ZombieStalker':
        return Class'ZombieStalkerold';
    case Class'ZombieSiren':
        return Class'ZombieSirenold';
    case Class'ZombieScrake':
        return Class'ZombieScrakeold';
    case Class'ZombieFleshPound':
        return Class'ZombieFleshPoundold';
    case Class'ZombieGorefast':
        return Class'ZombieGorefastold';
    case Class'ZombieBoss':
        return Class'ZombieBossold';
    default:
        return MC;
    }
}
 

YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,460
2,502
0
Canada
Thank you for that Marco! I will update the code now and re-upload.
Edit: I will be spawning the old KF 2.51 shade instead of husks.
 
Last edited:
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Reactions: Olivier

YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,460
2,502
0
Canada
You made in error at line 35 in the mutator, there is a type mismatch in getreplaceclass in parameter 1.
 
Last edited:
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Reactions: Olivier

Marco

Active member
May 23, 2009
645
232
43
Finland
Well then:
Code:
function Timer()
{
    local KFGameType KF;
    local int i,j;

    KF = KFGameType(Level.Game);
    if ( KF!=None )
    {
        for( i=0; i<KF.InitSquads.Length; i++ )
        {
            for( j=0; j<KF.InitSquads[i].MSquad.Length; j++ )
                KF.InitSquads[i].MSquad[j] = GetReplaceClass(KF.InitSquads[i].MSquad[j]);
        }
        for( i=0; i<KF.SpecialSquads.Length; i++ )
        {
            for( j=0; j<KF.SpecialSquads[i].ZedClass.Length; j++ )
                ReplaceMonsterStr(KF.SpecialSquads[i].ZedClass[j]);
        }
        for( i=0; i<KF.FinalSquads.Length; i++ )
        {
            for( j=0; j<KF.FinalSquads[i].ZedClass.Length; j++ )
                ReplaceMonsterStr(KF.FinalSquads[i].ZedClass[j]);
        }
        KF.FallbackMonster = GetReplaceClass( Class<KFMonster>(KF.FallbackMonster) );
        KF.EndGameBossClass = string(Class'ZombieBossOld');
    }
}
final function ReplaceMonsterStr( out string MC )
{
    MC = string(GetReplaceClass(Class<KFMonster>(DynamicLoadObject(MC,Class'Class'))));
}
 

GCameron

FNG / Fresh Meat
Jun 21, 2010
56
0
0
More glitches:
-crawlers don't attack, they lubge at you, but after that they stand still or back up.
-crawlers often get stuck
-wierd super mario thing here; if you jump on a crawlers head and keep bouncing on it, it eventually explodes
-Sirens attacks dont hurt you
-when a siren gets close enough she just stops attacking (sometimes bites you once or twice, but then stops)
-Still "no" headshots, I get some randomly sometimes, but never when I actually shoot mthem in the head.
 

YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,460
2,502
0
Canada
More glitches:
-crawlers don't attack, they lubge at you, but after that they stand still or back up.
-crawlers often get stuck
-wierd super mario thing here; if you jump on a crawlers head and keep bouncing on it, it eventually explodes
-Sirens attacks dont hurt you
-when a siren gets close enough she just stops attacking (sometimes bites you once or twice, but then stops)
-Still "no" headshots, I get some randomly sometimes, but never when I actually shoot mthem in the head.

Nothing that doesn't prevent you from playing, just keep playing and simply ignore these glitches next time. I will fix the ones that are absolutely neccessary though.
 

GCameron

FNG / Fresh Meat
Jun 21, 2010
56
0
0
Nothing that doesn't prevent you from playing, just keep playing and simply ignore these glitches next time. I will fix the ones that are absolutely neccessary though.
Didn't say it kept me from playing, just thought you might like to know.
 

lethalvortex

FNG / Fresh Meat
May 16, 2009
331
14
0
this is cool can u make them seperate pawns instead of replacements? that be cool having normal kf monsters with the old ones.
 

meatloaf

FNG / Fresh Meat
Aug 19, 2009
173
7
0
can someone post a mirror?

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i swear to god i'll never be able to play this mutator