Classic Mutators of the Russian KF Community: a Catalog from the killingfloor.ru Forum
The killingfloor.ru forum (2010-2017) was one of the hubs of Russian-speaking Killing Floor 1 modding. This catalog lists the mutators and mods whose threads drew the most views, with their authors' descriptions. Many download links are long dead: search for archives by name on the Tripwire forums, in the Wayback Machine or in server packs. How to load mutators is covered in How to install a mutator and How to add a mutator to the server.
Mutators outside the whitelist disable Steam perk progress. Even recompiling a whitelisted mutator takes it off the list.
Administration
| Mutator | Author | What it does |
|---|---|---|
| AdminPlus_v3 | Dave_Scream (rework) | Extended admin commands, including revival: admin respawn <name or part of it / ALL> |
| AdminControl | Dr_Killjoy | A rework of AdminPlus: admin rights tied to SteamID, login and nickname, each admin has a title shown on login, and silent login (SilentLogin) can be forbidden |
| Admin Control v2 | Dr_Killjoy (with code from Rythmix, Dave Scream, Flame, Marco) | Rewritten from scratch: permission groups, better target selection for commands, and logs of kicks, bans, map changes and admins online |
For simple setups the built-in xAdmin groups are enough; see Admins with different rights.
Server and game setup
| Mutator | Author | What it does |
|---|---|---|
| MutLoader | Dave_Scream | The server launch line is capped at 255 characters. Put a single ?Mutator=MutLoader.MutLoader in it and list the rest in MutLoader.ini as Mutator=Package.Class lines. With bDebug=true it logs which mutator is loading |
| MonsterConfig | Dave Scream, Dr_Killjoy | An advanced sandbox replacement: number of waves, the waves themselves, squads, special squads, spawn parameters and zed stats. Launch string: MonsterConfig.MonsterConfig |
| Custom Game Type | Dr_Killjoy | Several small mutators in one: CG_MaxPlayers, CG_bDestroyWeapons (stops dropped weapons vanishing at wave start), CG_MinMonsters/CG_MaxMonsters, CG_KillScoreScale and other reward multipliers. Launch string: CustomGameTypeDK.MutCustomGameType |
| KFMaxPlayers | - | Lifts the 6-player cap, up to 128. See also KF Max Players |
| FakedPlayers | - | Adds invisible "fake" players that the server counts when sizing waves. Huge waves without the sandbox, with perk progress |
| KFCustomShopMutV2 | Flame (new version) | Your own trader list via WeaponForSale=KFMod.MP7MPickup and so on, including weapons from other mutators |
| INeedbodies (Corpses Everywhere) | - | Zed corpses stay on the map until the next wave. Whitelisted and nearly free: the engine stops simulating ragdolls of bodies at rest |
| MutKillMessage | - | Every 4 seconds shows what you killed and how many; tells a Demolitions player whose pipe bomb went off |
| WeldArmor | - | Weld armour onto teammates with the welder. Variants by 3xzet (Support only, only while some armour is left) and Dave_Scream (can weld the Portal Turret) |
| KFBots | - | Bots for any game with min/max perk levels (up to 10); they headshot with near-perfect aim |
| CtryTags | - | Shows which country a player joined from. It puts the country in front of the nickname, which throws off GameTracker stats, and it does not always detect the country correctly (killingfloor.ru forum, "Мутатор национальности" thread) |
KFBots: what the bots can do ("KF-Bots 2.0" thread on the killingfloor.ru forum, ARIFMOMETR; the original is a Tripwire forum thread). The bots pick weapons by perk, buy from the trader, heal each other by every means except medic grenades, use quick commands and share money. Commands: in chat botname follow, hold or free, or the E key next to the bot. You can give them a completely free shop; they have a double jump and twice the melee range with every weapon. They know what Sirens and Bloats are; they can help weld or unweld a door but rarely think of it themselves. The skins and perks the bots may use are set in KFBots.ini. Bots do not count as players and there is no limit: when a player joins, one bot leaves, and when a player leaves, one is added. Problems: they let themselves get surrounded, and everyone except the Berserker goes at zeds with a knife when out of ammo; be careful with Fleshpounds. In the thread author's experience, medics and berserkers play best.
MonsterConfig: several bosses in the final wave ("два патриарха" (two patriarchs) thread on the killingfloor.ru forum). The boss squad is defined in an MCSquadInfo section, which can list several bosses at once, including different ones, all spawning together (RaideN-, gall87):
[Squad_Boss MCSquadInfo]
Monster=(MonsterName=("Boss"),Num=1)
Monster=(MonsterName=("SubBoss"),Num=1)
Remember to set MonstersTotal= and MonstersMaxAtOnce= in the boss wave; gall87's version:
[Wave_Boss MCWaveInfo]
Position=999
DelayBetweenSquads=1.0
MonstersTotal=2
MonstersMaxAtOnce=2
Squad=Squad_Boss
SpecialSquad=sq_BossBuddy1
SpecialSquad=sq_BossBuddy2
SpecialSquad=sq_BossBuddy3
TimeBetweenThisWaveCoeff=1.0
Health and other stats of each monster, for example a weakened second boss, go into its MCMonsterInfo section: MonsterClass, MonsterName, Health, HeadHealth (head health), PerPlayer=(Health=...,HeadHealth=...) (extra per player), RewardScore (kill reward), SpeedMod (for example 1.30 for +30% speed). MonsterConfig runs with its own game type (GameTypeClass=class'MonsterConfig.MCGameType'); to use it with another game type (UZGameType in the thread), gall87 says the two mutators have to be merged.
Custom perks
| Perk | Author | Highlights |
|---|---|---|
| Machine Gunner | Rainishe | Red Orchestra machine guns: carry weight, magazine size and discounts grow with level; spawns with a DP-28 at levels 1-5 and an MG34 from 6; sees Stalkers and is immune to Siren screams |
| Dual Wielder | Lexass | A dual-pistol perk: at level 6, +120% damage, +100% magazine, -80% recoil, faster reload and movement, 70% off dual weapons, spawns with 9mm, MK23 and armour |
| Bloody Knight and Machine Gunner | Bloodlust | Built into ServerPerks with achievements; Bloody Knight levels to 8 by killing Sirens and Bloats with the Bloody Sword, and at 8 gets +90% melee damage and immunity to Clot grabs |
| FreePerksServer | Rainishe | A ServerPerks-based pack: extra player slots, Machine Gunner stats, built-in MutLoader, a new scoreboard, a news tab, clan logos and three Patriarchs in the finale |
How such perks work inside is covered in ServerPerks perk coding. For ServerPerks 5.51+, Rainishe also released a Russian translation: launch ServerPerksRUS.ServerPerksMutR instead of the stock class.
Big mods and packs
| Mod | Author | What it is |
|---|---|---|
| WTF!? | - | Two mutators: "Big Guns" changes weapons, "Z-DAY" changes zeds. Use them separately or together with others. WTF+ (Nevma) adapts WTF to ServerPerks V4 and CustomWeaponShop v2 |
| WTFZombieMut | Rainishe | WTF zeds plus beefed-up Brute, Scrake, Shiver and Bloat, a poisonous Stalker and the huge Silver Holem, as a standalone package without the original WTF. Sandbox classes like WTFZombie.WTFZombiesBloatzilla |
| DOOM III | - | Doom 3 demons on the streets of London: cherubs, cacodemons, hell knights, imps, mancubi, maledicts and more |
| ZEDSoldiersB | - | Seven soldier zeds with firearms (Bullpup, SCAR, LAR, axe, LAW and so on) |
| HardPat | - | A three-phase Patriarch: after each heal he fires a continuous stream, launches more and more accurate rockets, and walks while shooting |
| Killing Floor RPG | WPC clan | Instead of perks, your own character with unlimited skill progression and weapon upgrades; zeds have levels that grow with you |
| Tsar4K Customizable Mod | lazykiller | A mod with any character choice, custom skins and models, extended wave setup and an unlimited trader; progress works on any map and is saved in stats.bin |
| hiyokomod 3.0 fix | Rainishe | A revived Japanese hiyokomod 3.0: bugs fixed, perks rewritten on ServerPerks so they level |
| hiyokomod V3-1 weapons and perks | Rainishe | All hiyokomod perks and weapons without the zeds, in one package of 36 MB compressed: perk icons in the FreePerksServer style, compressed textures, duplicate textures and extra animations removed. There were versions for ServerPerks v7 and for FreePerksServer+WTF. The ini lines are below |
| ScrnBalance | poosh | A "classic"-minded rebalance: weak guns buffed, IJC weapons toned down, bugs fixed (the hunting shotgun's included), a new Gunslinger perk. See ScrN Balance in the mutators list |
| Aliens: Killing Floor | WPC clan | A new game type with Aliens: its own zeds, perks, weapons, characters, maps and an SDK path plugin. Needs ServerPerks. Launch: ucc server KF-AtmosphereProcessor.rom?game=AliensKFGameType.AliensKFGameType?...?Mutator=AliensKFServerPerksMut.AliensKFServerPerksMut,AliensKFExtra.AKFDetailMut,AliensKFXenos.MutAliensPath |
| Dead Space | Hemi (Russian translation by FuyuNoRei) | A Dead Space-themed game type: open KF-BioticsLab?game=HMDeadSpaceMut.DeadSpaceKFGameType. Works only with ServerPerks 5.50 |
| Vehicle Mod 1.001 | wesatnic | A big mod with vehicles |
hiyokomod V3-1: ini lines
From the "hiyokomod V3-1 weapons and perks" thread (killingfloor.ru forum). Perks are registered like this:
Perks=hiyokomod.hiyokoPerksAssassin
Perks=hiyokomod.hiyokoPerksBerserker
Perks=hiyokomod.hiyokoPerksCommando
Perks=hiyokomod.hiyokoPerksDemolitions
Perks=hiyokomod.hiyokoPerksDoctor
Perks=hiyokomod.hiyokoPerksEngineer
Perks=hiyokomod.hiyokoPerksFieldMedic
Perks=hiyokomod.hiyokoPerksFirebug
Perks=hiyokomod.hiyokoPerksHeavy
Perks=hiyokomod.hiyokoPerksJigen
Perks=hiyokomod.hiyokoPerksJuggernaut
Perks=hiyokomod.hiyokoPerksKarate
Perks=hiyokomod.hiyokoPerksMachineGunner
Perks=hiyokomod.hiyokoPerksMad
Perks=hiyokomod.hiyokoPerksNinja
Perks=hiyokomod.hiyokoPerksOgre
Perks=hiyokomod.hiyokoPerksPriest
Perks=hiyokomod.hiyokoPerksSamurai
Perks=hiyokomod.hiyokoPerksScientist
Perks=hiyokomod.hiyokoPerksSharpshooter
Perks=hiyokomod.hiyokoPerksSpelunker
Perks=hiyokomod.hiyokoPerksSupportSpec
Perks=hiyokomod.hiyokoPerksTrapMaster
Perks=hiyokomod.hiyokoPerksTriggerHappy
Weapons go into the trader with lines like:
TraderInventory=12:hiyokomod.AA12AcidPickup
TraderInventory=12:hiyokomod.AK47EXPickup
TraderInventory=12:hiyokomod.CombatMagnumPickup
WTF without mutators, through ServerPerks
From the "WTF мутатор" thread (killingfloor.ru forum), advice by Flame:
- Do not enable the WTF mutators; add
ServerPackages=WTFtoKillingFloor.iniinstead. - Register the WTF zeds in the sandbox in the same
KillingFloor.ini. - Add the weapons sold in the trader to
ServerPerks.ini, and register the ones given on spawn in ServerPerksP. - You can get the sources by decompiling
WTF.u. - The Ban Hammer deals
KFMod.DamTypePipeBombdamage, so if it explodes it should level the ServerPerks Demolitions perk. - Registering the WTF perks is not worth it, but if you want some fun you can list them in
ServerPerks.iniin place of the stock ones, for examplePerks=WTF.WTFPerksSupportSpecinstead ofPerks=ServerPerksP.SRVetSupportSpec. - From the "Проблема с Weapon Pack 4.8 [решено]" (Problem with Weapon Pack 4.8, solved) thread (Flack, v1017 server): with
WTF.WTFMutenabled, bought KFWeaponPack guns (version 4.8 and earlier) and the Hunting Rifle vanished when dropped or given to a teammate. The cause is a conflict between the weapon part of WTF and the Weapon Pack. Fix: removeWTF.WTFMutfrom the launch script and from the map vote section ofkillingfloor.ini, and list the WTF guns you need in CustomShop (the classes can be taken fromWTF.uclby opening it in Notepad), for exampleWeaponForSale=WTF.WTFEquipSCAR19Pickup.
Additions
Mutators from the forum's release section whose threads had settings, load strings or notable details. Short descriptions without settings are in the full mutators list.
Gameplay
- RTD (KFModsRTD, "Roll the Dice"). Once per set interval (90 seconds by default) a player can type
!rtdin chat and get a random event: extra money or losing all money, god mode for 30 seconds, 10 Clots or a Fleshpound in front of you, an extra magazine or losing the ammo of the current weapon, regeneration for 30 seconds, a Santa hat. The settings set the chances of event groups in percent (Bad, Global Bad, Global Good, Good, Neutral, Very Bad, Very Good),Time between rolls(pause between rolls) andDice Faces(the list of events, you can add your own). It only works together with the Chatter chat interceptor shipped in the same archive. - SlotMachine (MutSlotMachine, author Marco). Every 4 kills reveal one of three cards of a "slot machine"; if all three match, the card fires: CashCard (400-800 pounds, 7.69%), CashJackpotCard (2000-4000, 0.62%), GodModeCard (invulnerability for 40 seconds), ZedDeathCard (kills zeds near you), StarmanCard, GrenadeCard (you drop all your grenades), TeamFatalityCard (the whole team drops to 1 HP and loses armor, 0.38%), PatriarchCard (a Patriarch Jr.) and others. ini settings:
AlwaysWinChance,PerSlotPauseTime,AfterRoundPauseTime,NewSlotKills(default 4),bNewSlotByScore(cards for score instead of kills),bLogCardChancePrct(debug) and the card list asCardClasses=MutSlotMachine.CashCardlines. wesatnic posted a new version with 6 extra cards: Santa hat, Halloween mask, Holy Hand Grenade, head size change, TeamNoAmmoCard (the whole team loses its ammo) and NoDoshCard (90% of the team's money is taken). For a dedicated server the thread usedServerPackages=MutSlotMachineunder[Engine.GameEngine]; the money cards are not translated and show in English. How to add your own card: New cards for SlotMachine. - ClotsDay (F4TAL1ST named Sorrow as the author). When a Clot dies, phantom Clots appear next to it, just as strong as normal ones; no new phantoms spawn around a killed phantom.
Amount of Clotssets how many phantoms (up to 8),Distance to spawnsets the radius: a large one spreads them over the map, a small one spawns them in one spot. - KFAim4Hed (
KFAim4Hed.KFAim4Hed). Only Clots, and they can only be killed by hits to the head (melee head hits too for a Berserker). The mutator is old: on versions 1.008+ ordinary Husks appear, since Husks did not exist when it was made, and the Patriarch gets a Clot skin and can be killed any way. One admin on version 1037 got invisible zed models with it. - HarderMutator. Your own difficulty multiplier instead of the stock one (per F4TAL1ST: Beginner 1, Normal 2, Hard 4, Suicidal 5, Hell on Earth 7) plus a separate multiplier for the Patriarch. The thread author advised not to go above 20, but according to MaGGoT only whole values from 1 to 10 can be entered.
- MutMaxHealth:
Maximum Health(up to 999 HP) andStarting Health. The linesMaxHealth=300andStartHealth=300under[MutMaxHealth.MutMaxHealth]did not work for a user in the thread. - MutMoney: money is added every second (
CashPerSeconds) up to theMaximumCashcap; above it the regeneration stops, but kills and sales still bring money. - MutMaxWeight: carry weight up to 40 kg (configurable). CompJ found in the code that it conflicts with the Support perk.
- MutJump: multi-jump as in Unreal Tournament 2004: pressing jump again in mid-air takes you higher, while gravity stays the same, so a fall from that height still hurts. In the original version multi-jump only worked for the host; Flame guessed that clients do not download the mutator because it is not in
ServerPackagesinkillingfloor.iniand the code lacksbAlwaysRelevant=true, and posted a fixed version. cany748 then reported that the problem remained on his LAN; Flame asked whether he had tested the fixed version, and the thread does not say how it ended. - BalanceMut: can only lower the damage of stock weapons (the author wanted it whitelisted). Values are edited in the ini, for example
CrossbowDmg=300.000000,SingleDmg=25.000000,KnifeDmg=20.000000andKnifeDmgB=35.000000(alt attack),LAWDmg=850.000000andLAWRad=500.000000(radius),PipebombDmg=1500.000000,NadeDmg=250.000000,CrossbowHSX=6.000000(crossbow headshot damage multiplier). One admin could not get it added on a dedicated server. - Redemption. When your health drops into the 0 to 10 HP range, it is restored and you are teleported to the spawn point. It fires only once and only if the hit did not kill you outright; it does not suit objective maps; the mutator is not whitelisted.
- Last Chance (Dr. Killjoy, also known as Steklo):
LastChance.LastChanceMut. With a set chance it prevents a player's or a zed's death from lethal damage. Settings:MonsterChanceandPlayerChance(0 is 0%, 1.0 is 100%),bSaveFromFalling(false: no saving from falls),bSaveFromBleedOut(false: zeds always die from bleeding out),bAlwaysResist(players can dodge any hit, not only a lethal one; in the posted source this variable is namedbResistAlways, configconfig(LastChance)). WithMonsterChance=1.0andbSaveFromBleedOut=falsezeds die only from headshots. - Martyr (Dr_Killjoy):
Martyr.MartyrMut. Like the Martyrdom perk from Call of Duty: a dead player drops all his grenades, and they explode after a while. - FFPenalty (Dr. Killjoy):
FFPenalty.FFPenaltyMut. A rework of Mirror Friendly Fire that punishes damage to teammates with money or health and stops players from earning money by hurting and healing teammates. Settings:bTraderPenaltyMoney/TraderPenaltyMoneyandbWavePenaltyMoney/WavePenaltyMoney(money fine during trader time and during the wave),bTraderPenaltyHP/TraderPenaltyHPandbWavePenaltyHP/WavePenaltyHP(damage),bGiveCompensation(the money taken goes to the victim). - RespawnMut (Operation Y):
RespawnMut.RespawnMut. Respawns a dead player next to a teammate afterRespawnTimeout=90seconds;RespawnLiveToDeathTreshold=0.3is the alive-to-dead threshold: if 3 of 10 players are alive, there is no respawn. - AutoSpawner: during a wave it only spawns new players who just joined. Proton noticed that you could leave with more than 50 health and rejoin right away alive somewhere else on the map.
- KFBleeding and KFWUpgrade (CompJ). KFBleeding develops BleedOut: health slowly drains; you set whether medics bleed, the pause between losing each percent of health and the health threshold where the loss starts (0 means right after spawning). KFWUpgrade takes the syringe from everyone (it can be left to the medic) and adds a syringe for sale that can be handed to someone else:
WeaponForSale=KFWUpgrade.SyringeExtPickupinKFCustomShopMutV2.ini. The same package has a LAW with a backblast:WeaponForSale=KFWUpgrade.LAWBackBurnPickup. - KFCommBeta. A perk and zed rebalance, for example: Demolitions spawns with an M79 at level 5, LAW damage 980; the chainsaw now uses fuel (1500 units, 100 units cost 15); the Sharpshooter gets a 70% discount on the LAR; an enraged Fleshpound no longer calms down; all zeds burn for only 8 seconds. It was recommended together with Modded Specimen Mechanics.
- Modded Specimen Mechanics. New zed abilities: the Bloat moves while puking, the Crawler is replaced by the Shade, the Stalker gets the Gorefast charge, the Siren's scream goes through everything (60% damage through welded doors), the Husk fires twice in a row, a Scrake can be stunned only once, the Fleshpound has a second damage accumulator (rage after 1080 damage), the Patriarch breaks welded doors on his way to heal and, after taking over 1000 damage in under 10 seconds, charges players within 700 uu. The mutator was updated on the Tripwire forums.
- OnlyThisSpecimen:
Specimen(the only zed that spawns),Use other specimenandOther specimen(a zed from another mutator),Allow other specimen in last wave,Use this specimen as the boss(this zed instead of the Patriarch). - KFModsPerkReplacement1011: lets you pick a perk on any server, even with non-whitelisted mutators and maps; perks still do not level. Settings:
Allow repick after deathandFixed Perk level. - TWE (Nevma). Scatters stock weapons over the map, so you can play without the trader or free up trader slots. According to the author, the mutator attaches weapon spawn points (
KFRandomItemSpawn) toPathNodepoints with a 30% chance, and a gun appears in them with a difficulty-based chance: Beginner 50%, Normal 30%, Hard 20%, Suicidal 10%; the other points give ammo. The gun list is set in code with lines likeWeapons(0)=Class'KFMod.MP7MPickup'. GreeN warned thatPathNodepoints often sit behind player barriers, so weapons can spawn where players cannot reach. - Pickup Fix (Dr. Killjoy):
PickupFix.PickupFixMut. Fixes ammo boxes (they fill up to the perk-based maximum, explosives always give exactly 1 charge) and sets the weapons for random spawns per wave with weights. An emptyPickups=""line repeats the previous wave's set. The example ini from the thread:
[PickupFix.PickupFixMut]
bUseAmmoFix=true
MaxSellValue=500
Pickups="KFMod.DualiesPickup:3;KFMod.ShotgunPickup:1;KFMod.BullpupPickup:3;KFMod.DeaglePickup:3;KFMod.WinchesterPickup:2;KFMod.AxePickup:1;KFMod.MachetePickup:1;KFMod.Vest:3"
Pickups=""
Pickups="KFMod.ShotgunPickup:1;KFMod.FlamethrowerPickup:1;KFMod.BullpupPickup:3;KFMod.DeaglePickup:3;KFMod.WinchesterPickup:2;KFMod.AxePickup:1;KFMod.Vest:3"
Replacement=(OldPickup=class'KFMod.BatPickup',NewPickup=class'KFMod.MachetePickup')
- Specimen versus (KFMonsterVS, based on TheBlackCheetah's mod idea). Play as zeds, dedicated server only:
?Game=KFMonsterVS.VSGamein the URL or "Team VS KF" in the map vote settings. The mode is toggled in WebAdmin under Defaults > Server > Full VS mode (a zed team, or dead players taking over zeds). To take control of a zed, aim at it and press Fire; the Patriarch cannot be played. With ServerPerksV4 you need a separate add-on: onlyVSServerPerks.VSSPerksMut("Server Vet Handler VS Fix"), without the standard ServerPerks and only with this mode. - KF Gun Game (wesatnic). Red vs blue TDM with respawns: whoever reaches the final weapon first wins. Version 0.60 Alpha added the maps TR_Bloreen, TR_BloreenLowGrav and TR_BloreenReduxLowGrav, and the knife can steal an opponent's levels.
- Proper Grenade Arms (a1eat0r): fixes the arm texture during a grenade throw, which showed the stock military uniform sleeve instead of the character's skin.
- Haunted phrases (Freddy): 18 respawn lines and 28 kill lines from Haunted: Hell's Reach, with random delays. Credits to Bambila and KTX Software (original sounds).
- DoomPawnsKF. Monsters and weapons from classic DOOM: fists, chainsaw, shotgun, rocket launcher, plasma gun and BFG9000; weapons drop from monsters and are sold by the trader. F4TAL1ST recommended playing on Normal. For CustomShopV2 he gave these lines for
CustomShopV2.ini:
DoomPawnsKF.DoomBFGPickup,
DoomPawnsKF.DoomChaingunPickup,
DoomPawnsKF.DoomChainsawPickup,
DoomPawnsKF.DoomFistPickup,
DoomPawnsKF.DoomPistolPickup,
DoomPawnsKF.DoomPlasmaPickup,
DoomPawnsKF.DoomRLPickup,
DoomPawnsKF.DoomSShotgunPickup,
DoomPawnsKF.DoomShotgunPickup,
- Killing Floor Deadly Survival (KFDS) (wesatnic). A mod where perk level does not matter: every perk gets strong stats and starting weapons right away (Berserker: 300% armor, 2 Deagles and a Katana; Support: 175% armor, a Deagle and the hunting shotgun). Up to 64 players (
MaxPlayersin the config or on the command line), very large magazines and cheap ammo. According to the author, leveling and stats work even with mutators and maps that are not whitelisted. Zed and weapon models are the stock ones; the author only played online with a friend through Hamachi. - Killing Floor: 1945 (Slavek, The_Sorrow, Yomommassis). Announcement of a modification combining Red Orchestra and Killing Floor: Red Orchestra weapons (more than 15 WWII guns), Nazi zombies and modified stock monsters, ports of RO maps (RO-Berlin, RO-Danzig, RO-Odessa and others). Release was expected around New Year / Christmas 2011.
- Versus and Specimenation Versus Mod beta 4. Play as zeds against humans in the style of L4D: you get a random zed, you pick the spawn point, humans are visible through walls, bots are supported. According to F4TAL1ST, on 1016 and later only the MutSpecimentsVersus 200 B4 version worked for him. Specimenation Versus Mod beta 4 (posted by Freddy, original by TheBlackCheetah, sponsored by dusty) is a fixed beta 3 updated for patch 1046: crosshair for Husk and Patriarch, alternate attacks for Bloat and Husk, invisibility for Stalker, four attacks plus invisibility, speed-up and summoning zeds while healing for the Patriarch; humans get perk bonuses on respawn and no longer see each other through walls. According to Atlan, it does not work with ServerPerks. Patriarch keys:
F=BossHide
U=BossSwapWeapons
Shift=BossSpeedUp | Onrelease BossSpeedDown
- IS-2 tank (thread "Мутатор Танк", Tank mutator, G-гурда). A tank apparently ported from Red Orchestra. Spawned with
Summon KFIS2Mut.IS2Tank(cheats needed in single player, admin rights online). According to prototype22, damage from its shots counts for the Demolitions perk, while running zeds over counts for nobody. - Outskirts (Alex Quick; static meshes by Alejandro 'Linfosoma' Gorgal, additional mapping by Justyn 'Justfilth' Toohill). A mode in the style of Red Faction multiplayer on the map GH-Outskirts: two teams with M79s destroy the enemy building (destruction is done with breakable glass disguised as buildings); after losing a floor players respawn one floor lower, and Fleshpounds roam the street. In single player, type in the console:
open GH-OutSkirts?Game=Glassmutator.GlasshouseGameInfo. - IDRPGMod, partial Russian translation (offutt):
IDRPGMod.ID_RPG_Mutator. Only skills and their descriptions are in Russian; the rest shows garbage instead of Cyrillic. According to Hentai, the.rusfile is not downloaded from the server, so the translation mostly helps in single player. - Bonus Stage/Boss Time (posted by Kiyo). After a wave, before the trader, it starts a bonus stage (god mode and 500 health for all players, lots of money for the top killers) or boss time (any zed with health and speed multipliers). The mutator changes the game type. Per-wave settings:
Squads,BonusStage,HealthScale,SpeedScale,PlayerCountScale(the zed count is multiplied by 1 + (number of players - 1) * PlayerCountScale); bonus stage:BonusStageNumMonsters,BonusStageTime,BonusStageMaxMonsters,BonusStageCash,BonusStageSong,BonusStageSongPackage; boss time:BossTimeSong,BossTimeIntroSong;bKeepWeaponsallows picking up weapons dropped between waves. Requires the Shiver v014, Brute v014 and Jason zeds. MutatorKFBossSquadB2.KFBossSquad, and inkillingfloor.ini:
ServerPackages=KFOHardPat
ServerPackages=Jason_Vorhees
ServerPackages=KFBruteFinal_014
ServerPackages=Shiver014
ServerPackages=SZombiesB2
ServerPackages=BZombiesB2
ServerPackages=KFBossSquadB2
The default values appear in killingfloor.ini after you change settings through WebAdmin. According to Лжец, with FreePerkServer the server loads forever.
- ClotsDayV2 (-SR-, beta). A sequel to ClotsDay: clots spawn from clots up to a set number of "stages", clones of each stage get their own name, and an admin can switch and tune it from the console or the ini:
[ClotsDayV2.ClotsDay]
amountOfClotsToSpawn=4
distanceToObjetive=200
CRS=1
SRS=0
MWS=0
amountOfClotsToSpawn is how many clots to spawn, distanceToObjetive the distance from the first clot to the clones in units, CRS (ClotRespawnStages) how many times to respawn (0 means no clots), SRS the same for Stalkers, MWS (MaxWaveSpawn) the last wave with clots, counted from 0 (MWS=0 is wave 1). Several players complained about invisible clots. For a recompiled original ClotsDay with the same problem, Flame posted a fix in the thread "Clots Day - need fix": set the mesh in the defaultproperties of SummoneableZombieClot:
defaultproperties
{
Mesh=SkeletalMesh'KF_Freaks_Trip.CLOT_Freak'
cloakStateChangeTime=0.50
}
- DropAllWeapon (Dr. Killjoy):
DropAllWeapMut.DropAllWeapMut. A dead player drops all droppable inventory, not just the weapon in hand. - SaveAmmoAfterDeathMut (Flame):
SaveAmmoAfterDeathMut.SaveAmmoAfterDeathMut. A weapon dropped on death keeps its ammo; without the mutator it gives the default amount when picked up. - StartWeaponReplaceMut (Flame). Replaces a perk's starting weapon;
Weightis the new weapon's weight,bKFNeverThrowmakes it impossible to drop:
[StartWeaponReplaceMut.StartWeaponReplaceMut]
ReplaceList=(Perk="SRVetBerserker",OldWeapon="KFMod.Knife",newWeapon="KFMod.Katana",Weight=0,bKFNeverThrow=True)
ReplaceList=(Perk="SRVetSharpshooter",OldWeapon="KFMod.Single",newWeapon="KFMod.MK23Pistol",Weight=0,bKFNeverThrow=False)
Example launch line from Flame's reply: ucc server KF-WestLondon.rom?game=KFmod.KFGameType?VACSecured=true?MaxPlayers=6?Mutator=ServerPerksMut.ServerPerksMut,StartWeaponsReplaceMut.StartWeaponsReplaceMut. The thread names the package both StartWeaponReplaceMut and StartWeaponsReplaceMut.
- Map weapon replacement (Flame). Replaces weapons lying on the map and spawning at
KFRandomItemSpawnpoints with your own list; a weapon's chance is itsProbabilitydivided by the sum of all of them (here 1/2, 1/3 and 1/6). Flame's example for his own servers also setsbApplyToFixedPickups=true.
PickupList=(PickupClassName="KFMod.MP7MPickup",Probability=15)
PickupList=(PickupClassName="KFMod.MP5MPickup",Probability=10)
PickupList=(PickupClassName="KFMod.KrissMPickup",Probability=5)
- IABonus (Libertad, posted by MaThreeX). A Medic above a set level regenerates health. The original line is
IABonus.MedBonus; in Flame's version (IABonus.IABonus) the settings are in the ini: everyTimerPeriod=8seconds a Medic aboveStartLevel=6getsStepCoif=3.0× level health. - RegenerationMut ("Vampirism", Flame). A player of the chosen perk gets health for every kill.
RegenPerkis the perk name or part of it (VetBerserkermatches both KFVetBerserker and SRVetBerserker,Vetmatches all perks),DefaultRegenValuethe default gain,RegenListper-level limits (regenMaxis the HP cap,regenValuethe step), sorted by ascendingregenLevel:
[RegenerationMut.RegenerationMut]
RegenPerk=VetBerserker
DefaultRegenValue=5
RegenList=(regenLevel=5,regenMax=50,regenValue=3)
RegenList=(regenLevel=10,regenMax=40,regenValue=2)
RegenList=(regenLevel=15,regenMax=30,regenValue=1)
- Small zed/player (posted by Atlan). Makes either zeds or players small. With ServerPerks only zeds shrink: according to Flame, the mutator has its own controller and
SmallHumanPawn, which would have to be moved into ServerPerks. - PlaceItemsOnMapMut (Flame). Places objects on a map at start without the editor; get the coordinates and rotation with
mutate locandmutate rot:
MapsAndItemsList=(Map="KF-MountainPass",Item="IS2Tank.IS2Tank",Location=(X=3522.000000,Y=2478.000000,Z=56.000000),Rotation=(Pitch=0,Yaw=0,Roll=0))
Zeds
- ChristmasZeds. Brings back the Christmas zeds, but only on Kf_EvilSantasLair. To mix them with normal zeds through the sandbox, add ChristmasZeds and KFChar_XMAS to
ServerPackagesinkillingfloor.iniand use the classesKFChar_XMAS.ZombieClot_XMas,KFChar_XMAS.ZombieCrawler_XMas,KFChar_XMAS.ZombieGoreFast_XMas,KFChar_XMAS.ZombieStalker_XMas,KFChar_XMAS.ZombieScrake_XMas,KFChar_XMAS.ZombieFleshpound_XMas,KFChar_XMAS.ZombieBloat_XMas,KFChar_XMAS.ZombieSiren_XMas,KFChar_XMAS.ZombieHusk_XMas. The animations and textures cut by patch 1017 were a separate download. No perk progress or achievements with it. - EventZeds (Dr_Killjoy):
EventZeds.MutEventZeds. Christmas zeds on kf-evilsantaslair, circus zeds on kf-abusementpark, Halloween zeds on kf-bedlam, with their original names. Sandbox classes:EventZeds.ZombieClot_XMas,EventZeds.ZombieClot_CIRCUSO,EventZeds.ZombieClot_HALLOWand the same for Crawler, GoreFast, Stalker, Scrake, Fleshpound, Bloat, Siren and Husk. lazykiller noted that the circus archive lacked the sounds folder. Later patches enable event zeds with theSpecialEventTypesetting, see Event zeds. - MonsterMix (BMP) (Nevma). Stock zeds wearing other zeds' models, for the sandbox; a separate version came out for patches where the classes got the
_STANDARDsuffix (v1063 and later).
BMP.BMPClotMB Clot, burnt
BMP.BMPClotFB Clot with the Stalker model, burnt
BMP.BMPClotF Clot with the Stalker model
BMP.BMPClotM ordinary Clot
BMP.BMPClotU Clot with the Siren model
BMP.BMPCrawlerMB Crawler with the Clot model, burnt
BMP.BMPCrawlerFB Crawler with the Stalker model, burnt
BMP.BMPCrawlerF Crawler with the Stalker model
BMP.BMPCrawlerM Crawler with the Clot model
BMP.BMPCrawlerU Crawler with the Siren model
BMP.BMPGorefastMB Gorefast with the Clot model, burnt
BMP.BMPGorefastFB Gorefast with the Stalker model, burnt
BMP.BMPGorefastF Gorefast with the Stalker model
BMP.BMPGorefastM Gorefast with the Clot model
BMP.BMPGorefastU Gorefast with the Siren model
BMP.BMPStalkerM Stalker with the Clot model
BMP.BMPStalkerU Stalker with the Siren model
BMP.Predator Crawler with Stalker invisibility
- The Rotting. Redrawn skins for every zed, most with three mutation stages; zeds are stronger and faster than stock, and a killed Bloat sprays bile over 5 meters. According to Atlan, it also has a Husk firing Patriarch rockets and a Stalker-Siren hybrid. Sandbox names were never posted in the thread.
- Patriarch HP Left with Health Bar (posted by kok-s): a rework of KFPatHPLeft that shows the Patriarch's health as a bar after you die; since version 1.1 the bar text is set in
BrutusPatHPLeft.ini. - HardPat v2 (MARCO, posted by drummer36). HardPat with settings in an ini; sandbox class
KFHardPat.HardPat, andServerPackages=KFHardPatin[Engine.GameEngine]is required:
[KFHardPat.HardPat]
PatStates[0]=(bMovCG=False,bRunCG=False,bPauseCG=True,bMisIgnoreRange=False,bAltRoute=False,NumMis[0]=1,NumMis[1]=0,NumCG[0]=35,NumCG[1]=60,MisRepTime=1.000000)
PatHealth=4000
bMovCG is whether he moves while firing the chaingun, bRunCG whether he runs while firing, bPauseCG a pause during a burst, bAltRoute lets him turn invisible and flank a player, NumMis[0] the number of rockets, NumCG[0] the number of rounds per burst, MisRepTime the delay between rockets in seconds, PatHealth the health per player. It does not get along with BrutalHPLeft (shows the wrong health) or with HarderMutator's boss health multiplier; the thread suggested setting health through MonsterDiffBuilder instead.
- MonsterDiffBuilder (Dr. Killjoy):
MonsterDiffBuilder.MonsterDiffBuilder. Sets each monster's health and its growth with player count, speed, damage and other parameters, plus modifiers for each difficulty; according to the author it is part of MonsterConfig's functionality and a step toward a MonsterConfig that does not depend on the GameType. You need a section for every zed on the server; its name is arbitrary but must not repeat or start with a digit. Example for the Scrake:
[MonsterDiffBuilder.MonsterDiffBuilder]
UpdateMaxHealthFrequency=1.00
[ScrakeSettings MonsterSettings]
MonsterClass="KFChar.ZombieScrake_STANDARD"
bMonsterClassIsChild=false
Health=1000
PerPlayerHealth=(Health=500,MinPlayers=2,MaxPlayers=8)
PerPlayerHealth=(Health=250,MinPlayers=9,MaxPlayers=16)
HeadHealth=650
PerPlayerHeadHealth=(Health=195,MinPlayers=2,MaxPlayers=8)
PerPlayerHeadHealth=(Health=98,MinPlayers=9,MaxPlayers=16)
Speed=85.00
Damage=20
ScreamDamage=0
Mass=500.0
BombDanger=3.00
ZapThreshold=1.25
ZappedDamageMod=1.25
ScoringValue=75
DifficultyUsed=(Min=0.00,Max=100.00)
- ZombieDifficultyMut (Flame). Adds health to zeds per player, and the bonus is also multiplied by the difficulty factor: with
ZombieDifficultyList=(ZombieName="KFChar.ZombieClot_Standard",HealthAdd=100,HeadHealthAdd=30)on Hell on Earth (1.75) with 10 players a Clot gets (130 + 100 * 10) * 1.75 = 1977 HP. An admin can add N "virtual" players withMutate AddFakePlayers N. According to Flame, it does not conflict with HarderMut. - UZedsv2 (Dr. Killjoy):
UZedsv2.UZeds. Removes the cap on the maximum number of zeds per wave, like the old UZeds, but does not replace the GameType. - LostZombiesMut (Flame):
LostZombiesMut.LostZombiesMut. Teleports stuck zeds to a random spawn point (ZombieVolume) or to a random player, or kills them; themutate killzedscommand kills the rest. Settings:CfgRegime(0 spawn points, 1 players, anything else kills),CfgSecondsToWait(seconds after the last kill),CfgSecondsToMutateKillEnabled(when regular players may use the command),CfgNumberOfTries(tries before killing, default 10, 5 is fine),CfgDistanceCoiff(how close to the player, 4-5),CfgWorksOnBossWave(better false),CfgTimerInterval(15),CfgInstantActionEnabled,CfgTimedActionEnabled,CfgVipList(IDs that can use the command at once),CfgMapList(maps where the mutator is off, such as objective maps). - Custom Game Type v2.9 (MaThreeX, based on Dr_Killjoy's mutator). An addition to the table row above: it can be used in place of
game=KFMod.KFGameTypeasgame=CustomGameTypeDK.KFGameTypeCustom. New settings:CG_CheckLastZombies,CG_KillTime=60,CG_ZombiesNum=10(killing the last stuck zeds),CG_AddNewLife(revive a wiped team once),CG_InvasionLoginMenu="ServerPerks.SRInvasionLoginMenu",CG_BossClass1="KFChar.ZombieBoss",CG_BossClass2="KFChar.ZombieBoss_HALLOWEEN",CG_BossNum=1(1 or 2 bosses),CG_LobbyTimeout(auto start of the match when there are more than two players and the LobbyTimeout has passed). Admin commands:admin EndWave,admin BossWave,admin EndTrade,admin Kill10,admin LastWave.
Interface, chat and logs
- HPScoreboard: the "Status" column of the player list shows exact health instead of "healthy / wounded / near death". It does not depend on ServerPerks.
- HUDEffectsMut (DoctorTerV): removes the screen grain after death; a setting removes Bloat bile from the screen. Posted as a beta.
- NewScoreBoard (made by Japanese modders). The stats table ships in the Uzeds package:
ucc server kf-westlondon.rom?game=KFmod.KFGameType?VACSecured=true?MaxPlayers=6?Mutator=Uzeds.UzedsandServerPackages=Uzeds. To build it into ServerPerksV4, scar added toServerPerksMut.ucaPostNetBeginPlaywithlevel.servertravel("?game=ServerPerksV4.SRGameType",true);when the gametype is notSRGameType, and at the start ofCheckReplacementthe linesif( Controller(Other) !=None ) Controller(Other).PlayerReplicationInfoClass = Class'SRPlayerReplicationInfo';. - ChatMut and MuteMut (Flame).
ChatMut.ChatMutwrites chat to a separate log per map in the server'sUserLogsfolder; because of Cyrillic encoding problems the text is stored as character codes, and the file is decoded with the console programKFChatConverter.exe(run it in the logs folder, orKFChatConverter.exe FileName). Flooders listed by ID (IDs=) can be limited in messages per wave (messagesPerWave=10). MuteMut limits text and voice messages of selected players:IDs,voiceMessagesPerWave,voiceMessagesDuration,textMessagesPerWave,showInfo; it does not affect admins. One user reported MuteMut did not work for him. - CorLogMut (Dr. Killjoy):
CorLogMut.CorLogMut. Writes chat to a log file named after the current date in theUserLogsfolder. - Server achievements:
ServerAchievements.SAMutator(a mutator from the Tripwire forums for making your own achievements). - GameStatusMut (HappyRodger). Players can see the wave number in Favorites without joining the server.
- KFDoorMessagesV1 (thread "Повреждения двери", Door damage):
KFDoorMessagesV1.KFDoorMessagesV1, whitelisted. Tells everyone who threw a grenade at a door and who broke it; the textsCriticalMessage="Player %PlayerName% broke the door with a frag grenade!"andWarningMessage="Player %PlayerName% threw a frag grenade at a door!"can be changed in the web admin. According to Dr_Killjoy, it will conflict with any modified grenades. - Show Damage (the KF-Pub team). Shows the damage dealt to a zed, with a configurable text color:
Mutator=KFpubShowDamage.KFpubShowDmg. Not compatible with ServerPerks; Flame posted ServerPerks versions (ShowDamageMut.KFpubShowDmg, placed afterServerPerksMut.ServerPerksMutin the launch line or MutLoader), including one that counts post-mortem damage correctly. - KFPatKiller (Essence):
KFPatKiller.KFPatKiller. Shows all players who killed the Patriarch; the text,Lifetime,DrawColorandPosYare set inMessageKill.uc. Dronis noted thatvar localized string Message;must be declared for it to compile. - AlarmTrade (CompJ). Plays the Silent Hill siren before the shop closes; the time, sound and messages are set in the ini, and 0 seconds means no message or no sound.
- ReplaceTraderMut (Flame):
ReplaceTraderMut.ReplaceTraderMut. Replaces the trader model throughdefaultproperties, for exampleMesh=SkeletalMesh'RE4Merchant_A.ShopKeeper_Trip'or the stockMesh=SkeletalMesh'KF_Soldier_Trip.Priest'(with that one the mutator does not need to be added toKillingFloor.ini). The portrait is changed withTraderPortrait=Texture'RE4Merchant_T.Trader_portrait'in thedefaultpropertiesofSRHUDKillingFloor(ServerPerks needed), and trader voice lines are silenced withif ( MessageType == 'TRADER' ) return;in theClientLocationalVoiceMessagefunction of yourKFPCServ. - FixSteamRusNameMut (Flame). Fixes garbled Russian Steam nicknames. kok-s and RaideN- reported that for some players the name still turns into
~~~~. - MusicLoader, fixed (original by Marco, fix by Dr. Killjoy). The client downloads music and karma automatically, without asking. Unpack the archive into the game folder.
- PicLoader (Denis aka fERO, posted by Bezumie). Not a mutator but a utility: before each game launch it puts in a new loading screen. On first run
PicLoader.execreatesPicLoader.ini; if the game or Steam is not where the program expects, set the paths there in quotes, with no Russian characters:dir_gameexeis the full path toKillingFloor.exe,dir_gamelogothe full path toKillingFloorLogo.*(the asterisk is required),dir_logosthe folder with the loading screen images;log="0"controls a log file of the program's actions and errors. Relative paths did not work for SuSpeCT.
Administration
- Anti-AFK (Dave_Scream):
AFKMut.AFKMut. Kicks AFK players, including those sitting in the lobby and keeping the map from starting.AFKMut.ini:
[AFKMut.AFKMut]
AFKTimer=240.000000
KickMessage=%player% выкинут анти-АФК системой
KickMessagePlayer=Вы выкинуты анти-АФК системой
bDebug=false
bKickSpectators=true
AllowAFK=Admin
AFKTimer is the number of seconds before a kick, bKickSpectators=false leaves spectators alone, AllowAFK lists nicknames the mutator never kicks (repeat the line for more).
- AntiN00b (kok-s): keeps out players with default nicknames such as Fresh_Meat, Свежее_Мясо, zombie, change_name and garbled-character names, and shows them how to change the nickname.
- KickNickMut (Flame). Right after a player connects it checks whether the player's ID is zero (hash
0or76561197960265728) and whether the nickname is in its dictionary, shows a message box with an explanation and a link button, and kicks after 30 seconds. Settings:urlNamesDenied(block nicknames ending in.**or.***, such as.ru; this also kicks any player whose nickname has a dot 2 or 3 characters before the end),forumLinkZeroID,forumLinkBadNick,Names(banned nicknames). - KFFakedPlayers v3 (Dave_Scream). Unlike the stock FakedPlayers it counts players as
<real players> * nPlayersCoeff + nPlayersPlus(the coefficient can be fractional), always leaves one free slot to join, sets the real player count before the game starts and at its end (so votes work), removes the fake players on the Patriarch wave withbPatrikOnlyRealPlayers=True, andbDebugwrites details to the log. Load string for version 2:KFFakedPlayers_v2.KFFakedPlayers. Unlike the original, it is not whitelisted. - Sweeper (Dr_Killjoy):
MonSweeper.MonsterSweeperMut, settings inMonsterSweeper.ini. Kills stuck zeds that have not taken serious damage for a while:SelfDestructTime(after how long),OneSecondProlongDamageThreshhold(damage per second that resets the counter),CheckInterval(check interval, 1 recommended),Untouchable(full class names to leave alone),bDebug(shows at the end of the game how many zeds were removed). All numbers must be integers. One admin complained the server started lagging after installing it. - CleanMapMut (Flame):
CleanMapMut.CleanMapMut. Removes actors of any classes from the map before the start and, with the timer on, everyTimerIntervalseconds. Classes must be given by full path (Engine.Pickup, notPickup);ActorsForDestroycan be repeated as many times as you like. Example that removes 9mm pistols, knives and ammo:
TimerEnabled=True
TimerInterval=5
ActorsForDestroy=KFMod.KFAmmoPickup
ActorsForDestroy=KFMod.SinglePickup
ActorsForDestroy=KFMod.KnifePickup
- EmptyGunPriorityMut (Flame):
EmptyGunPriorityMut.EmptyGunPriorityMut. Moves weapons with no ammo to the end of the list so you do not scroll through empty guns; once they get ammo again they return to their usual place. The author warned this version is unstable and players get crashes. - RecoverWeaponsMut and OwnWeaponsMut (Flame, sources in the threads). The first remembers a dead player's weapons and gives them back on respawn if the player did not change perk. The second forbids picking up other players' dropped weapons, even if the owner died or left the server; a separate variant describes a ServerPerks menu that turns the ban on and off.
- AutoSpawnerDK ("Операция Ы" team: Dave_Scream, 3xzet, LLIePLLIeHb, zombi^^domer, Dr_Killjoy):
AutoSpawnerDK.AutoSpawner. Like AutoSpawner, it lets new players join during a wave, but spawns them next to a better protected teammate. On open custom maps players complained about spawning in the air and falling to their death. - AntiAFKMut (Flame). A client-side anti-AFK: it first tries to move an idle player to spectators, then disconnects them. Settings:
bTryToMoveToSpectator,bAdminIsImmune,bIgnoreTrader,AFKTime(after how many seconds),InformTime(how many seconds before that to show a countdown with sound). - Perk Level Kick Control (MaThreeX). Kicks players whose perk level is above or below the set range; config
LevelKickCfg.Nameslists nicknames to leave alone,urlNamesDeniedchecks the last four characters of a nickname for a dot; messages are set withKickMessage,KickMessageLW,KickMessageBothand theirPlayervariants:
MaxLevelC=False
MinLevelC=False
BothLevelC=True
MinLevel=5
MaxLevel=7
timerTick=10
kickOnlyInTraderTime=True
Names=Admin
Names=Libertad
urlNamesDenied=true
- SecurePairMut (Flame). Binds a player ID to an IP or subnet and refuses entry from a "foreign" address.
ComparedBlocksis how many leading IP numbers to compare (the author suggests 2 or 3),ForumLinka link to a forum where the player can sort it out; several lines for one player allow several IPs. The archive included a program that converts a localServerPerksStat.inidatabase intoSecurePairMut.ini; with a remote database the pairs have to be entered by hand.
SecurePairList=(PlayerName="Flame",PlayerIP="192.168.0.101",PlayerID="76555555555555555")
- CancelPLMEMut (Flame):
CancelPLMEMut.CancelPLMEMut(PLME stands for Player leaves, map ends). Stops the map from ending before the game starts when the first player to connect leaves at once, including because of a package version mismatch after a server update. - VipItemMut (Flame):
VipItemMut.VipItemMut. A player from the listVipPlayers=(PlayerName="Flame",ID="76561198051378449")gets aVipItemitem, whose presence other code checks, for example in perks (see ServerPerks perk coding). Essence's variantPersonalItemMut.PersonalItemMutgives different items:VipList=(PlayerName="Flame",PlayerID="76561198051378",VipItem="PersonalItemMut.PersonalItem"). - VipSkinsMut (Flame). All personal skins in one package under one mutator:
VipSkinsList=(PlayerName="Мистер Фостер",PlayerID="76561111111111111",Skin="VipSkinsMut.SPMRFoster"). Nothing needs to be added to ServerPerks, only the mutator itself.
ServerPerks
- ServerPerks V4 Rus ([KF^RuSH]Gwynbleidd): a Russian translation of ServerPerks V4; at level 6 the Sharpshooter gets a Winchester instead of the crossbow, the Berserker an axe instead of the chainsaw, Support a shotgun instead of the hunting shotgun.
- ServerPerksV4_AmmoCost (CompJ): selling a weapon returns its discounted price plus the cost of ammo above what comes with it by default. There was a version for patch 1024; the readme describes the lines for a backpack and a pouch.
- SetMinLevelMut (Flame). Sets minimum perk levels for chosen players without touching progression: a player plays with, say, level 6 abilities but still has to earn level 7 from zero. Levels are listed by the
PerkIndexof the SRVet* classes, by default: Medic, Support, Sharpshooter, Commando, Berserker, Firebug, Demolitions. In Flame's code, the mutator'sPlayerChangedClasshas to be called fromServerStStats.ServerSelectPerk.
[SetMinLevelMut.SetMinLevelMut]
MinLevelList=(PlayerName="Flame",Hash="76561198051378449",Levels=(6,4,2,4,2,5,3))
- SteamStatsServerMut (Flame, thread "Steam статистика и SP", Steam stats and SP). New players on a ServerPerks server get credit for their Steam progress: on every join the higher of the Steam and server values is used. It is a pair of a client-side and a server-side mutator.
bLimitInitValues=truecaps the Steam progress at the level 6 requirements,bAllowPirates=falsedoes not transfer progress to players without a license.