Killing Floor

Killing Floor

The seven percent solution
10 Comments
nmmblez 14 Feb, 2014 @ 11:19am 
For our anti-camping week-end event we ended up using the Doom mutator to spawn an Invulnerability hunter every wave to go along the invulnerable clots :) kinda gave an explanation as to why they were hard to kill, the hunter blessed them with some of his powers. It may not have worked as expected but we had a blast.
GMK|J1gS4w  [author] 9 Feb, 2014 @ 8:08am 
yeah thats because the NetDamage function doesnt handle headshots like it should... but i cant fix that without replacing the clot with a new clot...
IceKing 7 Feb, 2014 @ 1:55pm 
To add to my first comment, it seems that they stay invulnerable until you start giving them headshots... Not sure but just an observation from others.
IceKing 7 Feb, 2014 @ 12:37pm 
I tested this on a server and local, but in both cases same problem.
Some clots seem to be a lot harder to kill, but they are hardly invulnerable.

I looked at your code and think maybe you are missing an override of MonsterDamaged function (in addition to NetDamage). But this is just a guess.

I think this is a great idea for a mod and would love to see it fully functioning!
ND4SPD 2 Nov, 2013 @ 3:51am 
The solution to camping players, I assume. It's to break up established gameplay dynamic I believe.
GMK|J1gS4w  [author] 2 Nov, 2013 @ 3:49am 
they will die when all other zeds are killed
nmmblez 2 Nov, 2013 @ 12:52am 
Solution to what ? Do they survive during trader time ?
ND4SPD 1 Nov, 2013 @ 8:15am 
Pretty sad how the more interesting things on the workshop get less attention than same-old cosmetic stuff.
GMK|J1gS4w  [author] 1 Nov, 2013 @ 7:38am 
sometimes i like to make such little and easy to make mutators ;)
ND4SPD 30 Oct, 2013 @ 8:55pm 
Just churning these out ay?