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customized zombies for KF weapon modders http://forums.tripwireinteractive.com…
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Author: Scary Ghost Install: Copy the contents in the system folder to your Killing Floor system folder. Usage: Add the "SG Zombie" mutator to the list of active mutators. The mutator will replace the fleshpound and scrake with my modded ones. Configuring the damage scaling will require you to edit SGZombie.ini. The ini file in the download link is configured to emulate the current resistances and weaknesses of the stock scrake and fleshpound. To add your custom damage type, you will need to have the following 4 variables assigned: dmgType The name of the weapon's damage type. Must be in the form: PackageName.DamageTypeClass dmgScale How much the damage will scale by bNeedHeadShot If true, a headshot needs to be landed for the damage scale to apply difficultyMask What difficulties the damage scale will be applied on. This variable is a 5 bit bitmask, with bit 0 corresponding to beginner, and bit 5 corresponding to HoE. Setting the bit to 1 will have the damage scale apply to that difficulty. The value must be written in decimal. The FPDmgScale variable corresponds to the fleshpound's damage scaling and SCDmgScale refers to the scrake's damage scale. The following example showes how to encode the fleshpound's crossbow resistance: FPDmgScale=(DmgType="KFMod.DamTypeCrossbowHeadShot",dmgScale=0.350000, bNeedHeadShot=True,difficultyMask=24) The damage type is KFMod.DamTypeCrossbowHeadShot. It's damage scale is 0.35x and the hit must be a head shot. In binary, 24 is 11000 so the damage scaling only applies on HoE and Suicidal. Again, for the difficulty mask, you must express the number in decimal. For some reason, the mutator will interpret hex numbers as 0. Download: http://dl.dropbox.com/u/16251678/SGZombie_v1.0.zip Source code: https://github.com/scaryghost/SGZombie