:areyoukidding:QuoteIsn't that what we did with KFv3?I don't know. Did Snipe34 tell Alex that was doing a MUTATOR?QuoteBut Tripwire owns the content of the mod itself, and isn't Tripwire/AJ Quick code pretty well the same thing? (or maybe I'm mistaken :S)If you want to be technical, then AJ (Alex) is the developer but Trip(ping on CROSS)wire is the company that bought his mod. But how else can you make a MUTATOR if you don't use the same coding?
Isn't that what we did with KFv3?
But Tripwire owns the content of the mod itself, and isn't Tripwire/AJ Quick code pretty well the same thing? (or maybe I'm mistaken :S)
And using Alex's mut, well that's freeware. So you're all legal poom =D [subject to confirmation by someone who knows about law :p]
// KF REPATCHED VERSION BY SUPAPLEX_// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++// DATE: September 9, 2012, Sunday -- Made changes to this CHEMBUG perk.// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++Class KFVetChemistry extends KFVeterancyTypes Abstract; /* I avoid using these global type comment markers because they can result in an error "defaultproperties not found" if you don't pressreturn above and below them (as per Wiki and my experience)... Anyways, more hacky guesswork shite. Not sure if the 2001 chemkills will register... we'll see. EDIT: it does, andworking fine, phew, but 1000 instead....Snipe=> */ // ++++++++++++++++++++++++++++++++++++++++++++++++// DATE: September 9, 2012, Sunday -- Can EDIT this requirement to UNLOCK the CHEMISTRY perk.// ++++++++++++++++++++++++++++++++++++++++++++++++//conditions to obtain perkstatic function bool QualityFor( KFPlayerStats Other ){ Return (Other.FlameKills>=1000);}//reload speed for chemicalthrower 1.3 times fasterstatic function float GetReloadSpeedModifier( KFWeapon Other ){ if (ChemicalThrower(Other) != None) { Return 1.3; } return 1.0;}//reduce damagestatic function int ReduceDamage( KFPawn Injured, KFMonster DamageTaker, int InDamage, class<DamageType> DmgType ){ if (DmgType == class'GamePlay.Burned') { return float(InDamage) * 0.25; // 95% reduced fire damage } // any other damage 15% reduced return float (InDamage) * 0.45;}static function int AddDamage( KFMonster Injured, KFPawn DamageTaker, int InDamage, class<DamageType> DmgType ){ if( DmgType==Class'DamTypeFlamethrower' || DmgType==Class'Molotov' || DmgType==Class'DamTypeSingle' || DmgType==Class'DamTypeM10Mac' || DmgType==Class'DamTypeMP5A' || DmgType==Class'DamTypeBD3008MG') Return InDamage*1.5; Return InDamage;}//player movement speedstatic function float GetMovementSpeedModifier(){ Return 1.05;}//add extra ammostatic function float AddExtraAmmoFor( Class<Ammunition> AmmoType ){ if( AmmoType==Class'FlameAmmo' || AmmoType==Class'MolotovAmmo') { Return 1.75; } return 1.0;}defaultproperties{ OnHUDIcon=Texture'KFX.ChemBug' VeterancyName="Chemistry" VeterancyDescription="|CHEMISTRY|| +25% increased damage with FlameThrower Sulfuric Acid Pistol M10 MP3008 and MP5 |+ 75% max ammo for Flamethrower and Sulfuric Acid| Greatly reduced fire damage|Flamethrower faster reloading |Movement speed increase" VetButtonStyle="VetStyleChemistry"}
I would never ever buy a weapon buy a guy called "Mahloeeh500", sounds like chinese low quality stuff
nice work Poom!
Thank you man! But I can't seem to make the ChemicalThrower APPEAR in the buy weapon menu! I am starting fresh with this mutator adding to KFMod20 v252. I go back and forth to your work at KFMod20 vSNIPE34 to cross check my work, but I can't get my chemistrythrower to show up at trader when I want to buy it. Help.I was able to make it appear at your version, but not on KFMod20 v252!?!Here's the revised KFMod20_MutatorA - http://www.mediafire.com/?f4ld1lpagxlz39l.