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Post by arashi on Jul 13, 2007 13:29:36 GMT -5
Hello !
This mod is awesome. My brother and I have four computers in LAN and with 2 friends we played a lot. Well, after hours and hours of game, we thought that we needed something a little bit new so we thought about mutators. We played the game with the mutator SuperBerserker and it was fun.
I looked for threads about mutators but since i didn't find any, i decided to make one. So here is my question: what do Killingfloormut and kfgameplay ?
Also, I heard that ballistic weapons was good with Killing Floor, so i downloaded but it does not work.
What mutators are good for Killing Floor ?
Thanks for the mod, it's so tight.
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RoBoT
Gorefast
Nobody can stop me !!!
Posts: 463
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Post by RoBoT on Jul 13, 2007 19:53:14 GMT -5
Also, I heard that ballistic weapons was good with Killing Floor, so i downloaded but it does not work. what do u mean it doesnt work ? Most times I playing Ballistic weapons... Watch These ;D
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Post by arashi on Jul 14, 2007 4:14:45 GMT -5
nice screenshots. Well, I mean that when i load the mutator ballistic weapons on my server (i downloaded the version 2.0) it does not give the weapons and when i use the loadout, the ammo is not showed...
and what about the Killingfloormut and kfgameplay ? do they affect the game ?
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Post by Bindal on Jul 14, 2007 4:28:03 GMT -5
nice screenshots. Well, I mean that when i load the mutator ballistic weapons on my server (i downloaded the version 2.0) it does not give the weapons and when i use the loadout, the ammo is not showed... and what about the Killingfloormut and kfgameplay ? do they affect the game ? It's normal when KF don't show you the Ammo of non-KF-weapons. Killingfloormut is a mutator, that tells UT the "new rules" of KF in Invasion(I think, but I'm not sure). And it's activated automatical. And another good mutator is Junk War (from the same team, which made BW). Only the Welder and Med-Syr is away (no welding doors or healing someone), but with Regeneration and/or Vampirisme, thats not a problem... Another mutator, wich is used very often is UT2004 RPG without magic weapons. (But I don't like this mix. ^^) Edit: I made a Video with the Junk War-mut: Watch ant youtubeI also used the Regeneration+Vampirisme-mut and Radar2004 (I was too lazy to deactivate Radar2004.)
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Post by AndiNo on Jul 14, 2007 5:23:58 GMT -5
KFGameplay mutator: function ModifyPlayer(Pawn Other) { local xPawn x;
x = xPawn(Other);
if(x.health < x.HealthMax/2) Spawn(class'XEffects.RedeemerExplosion',,, Location);
Super.ModifyPlayer(Other); } It checks if a spawned player on the map has less than half of his energy. If this is the case a Redeemer explosion will be created. It's totally useless, as no player will start with half his energy. KillingFloorMut: It is still a mutator, but most of its code has been commented out. Is doesn't do anything, too. From what I can see it was originally made to let zombies spawn on waypoints in the map (like in KF1.0) rather than in ZombieVolumes. So both of them do nothing, more or less
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RoBoT
Gorefast
Nobody can stop me !!!
Posts: 463
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Post by RoBoT on Jul 14, 2007 5:56:34 GMT -5
I using Mutator "Regeneration+Ballistic Loadout+weaponstuff (for Infinity ammo )" and disable reloading in "Ballistic Loadout" It really Awesome ;D btw I saw ur video bindal and.... ur game is lagg alot I saw a zombie is Dancing in ur video (turns around him self)
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Post by Bindal on Jul 14, 2007 8:14:52 GMT -5
It just looks as if he's dancing, cause fraps recorded my attacks with quadspeed, rest with doublespeed.
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Post by arashi on Jul 14, 2007 9:56:44 GMT -5
thanks a lot, I'll try what you said ;D
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