How to install the Killing Floor mutator How to install the Killing Floor mutator The mutator itself is a mod for the game. The simplest ones are not demanding to install; if only the file(s) are in the archive, you just need to correctly place them in the S...
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How to install the Killing Floor mutator
The mutator itself is a mod for the game. The simplest ones are not demanding to install; if only the file(s) are in the archive, you just need to correctly place them in the System folder and start the game (server). Already in the game itself, they can be activated when creating a game server or a single game in the top tab “modifications” or “mutators”, by dragging them from the left list to the right. There are more complex mutators, that is, they require configuration in their own *.ini configuration files. Usually, to make life easier for those who create servers and just players, modders define standard configuration values for their mods, at which these mods are already functional without any unnecessary writing. Plug’n’Play! so to speak, set it and play!
Often, newbies ask themselves the question when they see another mutator of a new weapon: “and how to install it?” Now I will try to explain everything briefly and clearly so that you do not have to return to this topic.
Let’s look at installing a mutator using the example of the solid ServerPerks mutator. First, just in case, we need to add to its own configuration file (usually ServerPerks.ini) all the weapons that are initially available in the game (When you start the ServerPerks mutator, it reads the entire list of weapons from the configuration file and if it is not in the mutator according to the standard, that is, if the mutator is outdated, it will add it to the merchant’s list). Here the question arises: where can I get the treasured lines to add to the merchant’s list? In the System folder there is a file KFMod.ucl, in it we look for lines with the content: “PickupClassName”. Following the ”=” sign is the part of the string we need up to the first comma. Note that this can sometimes be found in the *.ucl file of the downloaded archive with the new weapon. If there is none, then instead this mutator should be accompanied by a ready-made line for insertion into the configuration file.
In ServerPerks.ini we add the line TraderInventory= and without a space we insert the piece previously found in KFMod.ucl, it should look something like this:
TraderInventory=4:KFMod.MP7MPickup
More details about the example:
“TraderInventory=” Shows the mutator that this is a weapon or the like. and it needs to be added to the merchant list “4:” This is an indicator of which section this weapon will be in:
- cold pistols shotguns rifles automatic grenade launchers flamethrower
It is also worth noting that the package itself is not a mutator; it only serves to securely store data within itself. There can be as many mutators in this package as you like, but if you need to run them all, then in KillingFloor.ini you need to find the lines starting with “ServerPackages=” and add at the end:
ServerPackages=МойМутатор
Individual scripts (classes) from the package can be connected by setting the path through a dot:
ServerPackages=МойМутатор.КакойТоСкрипт