Weapons Stay Mutator Request

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Hellrazer

FNG / Fresh Meat
Jan 5, 2011
50
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Go to the Steam Workshop page for Marco's Weapons Stay Mutator. Rate it, Favorite it, & Subscribe to it. Maybe that is the new model for getting whitelist attention.

http://steamcommunity.com/sharedfiles/filedetails/?id=98447309

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In light of the most resent update, a mutator that restores permanence to dropped weapons would be really great. I think at least concept-wise it would be really easy to get this whitelisted as well.

For those that don't know what I am talking about, the new Twisted Christmas 2011 update has made it so that weapons dropped on the ground will now disappear at the end of the round in order to save memory.

*edit*

Super quick response from Braindead. Now we just need that whitelist request to be approved.

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Marco has chimed in with a version that leaves the GameType un-altered and is a mutator only (*see post #35 on page 2):

http://www.klankaos.com/downloads/KFWeaponStay.rar
Just add 'Weapon stay' to mutator list (or KFWeaponStay.WepStay in URL).



.
 
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halbridious

FNG / Fresh Meat
Jan 6, 2011
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aye, and it makes me VERY disappointed. That was key to several strategies. it also makes it hard to get back to a gun you dropped on death sometimes. Not one of the best update features.
 

Gartley

Grizzled Veteran
Dec 27, 2010
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UK
www.wildcardproductionstudios.co.uk
They only vanish at the end of the trader time. So if you die you can still pick up the weapon, granted it does away with the stockpiling tactic.

Bare in mind they did this due to memory allocation reasons, so just bear that it mind.
 

Hellrazer

FNG / Fresh Meat
Jan 5, 2011
50
14
0
Yeah, I know it was for memory. That is why I think this would be a great mutator. It would let those with the memory to spare play on servers running the mutator and those with old systems could play on regular servers.

I am unfortunately I don't know how to make it myself. So, I thought I would toss the idea out there & see if it struck somebody that could do it.
 

halbridious

FNG / Fresh Meat
Jan 6, 2011
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It should really be a server setting "enableweaponpermanence = true"
I understand this on a home-run server or something, but when it comes to one bought off of gameservers? Why? And yeah - you can pick it up during trader time. but what if you died where you're going to hold out from a FP rush at the beginning of hte wave? But can't get back in time? Now you've lost say, an AA12 with nearly full ammo because of "memory". I get why they did it. but there are SOOOO many ways to reduce memory that doesn't mess up a basic element of gameplay. Like, say, not allowing zeds to spawn in areas 200 miles from players like they tend to do on mt. pass or farm (i've litterally been in freecam after death watching them spawn from the tunnel when every player is defending the broken highway segment. now you have to record that clots movement all through the map for 2 mins before it dies)
 
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EpharGy

Grizzled Veteran
Jan 3, 2011
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www.sykosis.co.uk
It should really be a server setting "enableweaponpermanence = true"
I understand this on a home-run server or something, but when it comes to one bought off of gameservers? Why? And yeah - you can pick it up during trader time. but what if you died where you're going to hold out from a FP rush at the beginning of hte wave? But can't get back in time? Now you've lost say, an AA12 with nearly full ammo because of "memory". I get why they did it. but there are SOOOO many ways to reduce memory that doesn't mess up a basic element of gameplay. Like, say, not allowing zeds to spawn in areas 200 miles from players like they tend to do on mt. pass or farm (i've litterally been in freecam after death watching them spawn from the tunnel when every player is defending the broken highway segment. now you have to record that clots movement all through the map for 2 mins before it dies)

I don't think that's the issue as the spawns are limited in the first place, ie at 32 or something, making them spawn closer still has the same cap, making them closer will up the kil rate so things don't feel so slow though
 

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
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Merry Ol' England
http://www.gamefront.com/files/21068214/KFweaponStayMutator.rar

Here you go

Have sent Ramm a message to see if this can be whitelisted.

Extract the files to the Killing Floor/System folder

Add the following lines to the mut list

Code:
mutator=KFWeapStayMut.WeaponStayMut

or you can change Game=KFWeapStayMut.WSGametype

Please let me know if you have any problems, also, not sure if this will work with Marco's serverperks so watch out there.
 

halbridious

FNG / Fresh Meat
Jan 6, 2011
1,769
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Michigan (USA)
I know there's a spawn limit. but if you have to track that clots progress over 300 yds of walking, its different than it spawning, walking 20 yds, and dying. Thanks for the mut, BD. I'll play around with it, but i can't server test it unfortunately - my clan goes for whitelist only and my pet mod server got wiped (infinite sad faces here)
 
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Hellrazer

FNG / Fresh Meat
Jan 5, 2011
50
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WOW! That was fast. Thanks braindead! Hopefully it will get approved for the whitelist soon too.

Thanks!

I'll test this on my server this weekend.
 
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Soanos

Member
Jul 2, 2009
569
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Finland
While I don't personally mind the change (that much), I have noticed a lot of my newbie friends dislike it,
because if they die during a wave they have to choose between either buying new weapons
(usually cheap and crappy ones) and lose most of their dosh or attempting to retrieve their old ones
(which are nearly empty) before and forget about buying ammunition.

The worst case scenario is that the weapon poofs into oblivion right in front of them when the next wave starts
(yes, some locations can be that far) and they end up with no weapon at all, save for the pistol and the knife.
And that will mean they are most likely to die in the wave, especially if it is wave 3/10 or later.

Perhaps make the weapons disappear after the wave after the next, i.e.
if a weapon is dropped in wave 3, it will disappear at the beginning of the wave 5.
This would be a good compromise and save a lot of frustration from my friends.

So in short: Yes, please for a white-listed "Weapons Stay"-mutator.
 
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Hellrazer

FNG / Fresh Meat
Jan 5, 2011
50
14
0
@Soanos

Thanks for calling me a newbie, but I don't really care that much about the dieing part. I like to stock pile weapons for ammo and change loadouts back and forth during a map. I have spent most of my KF time solo, so death is not my biggest issue with the change.
 

tehmadcap

FNG / Fresh Meat
Nov 6, 2010
366
14
0
They haven't even acknowledged the problem? Least they could do is give some indication as to whether or not this will be whitelisted.

They broke the game and the community fixed it but we can't use the fix because of some kind of mysterious whitelisting process..
 
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halbridious

FNG / Fresh Meat
Jan 6, 2011
1,769
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Michigan (USA)
Not really mysterious bro, and stop sassing on TWI. KF is several years old, they've had major work in RO2, but they've still released 2 huge content packs for Christmas this year and last year, several small events, and new maps. The whitelist is there to preserve the perk system in all its glory, and while I dislike the lack of persistence, I most certainly cannot rag on TWI more than the teensiest bit for doing it.