Killing Floor

Killing Floor

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Douchebag Fixer
   
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24.617 KB
26 Jul, 2019 @ 8:27am
29 Jul, 2019 @ 4:28am
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Douchebag Fixer

Description
Note
All of the censored words are exactly the same word, it's the one on the title.

Also, don't take this too seriously.


Description
Do you find soloing annoying? Do you get bored while waiting for solo douchebags to kill all the mobs following them? Have you ever wondered if there was an easy fix for the problem? WORRY NOT! Douchebag Fixer is here!

Douchebag Fixer calculates the average distance between players, and judges them based on the average. People who are way above, +25% by default, the average, get warned and eventually kicked!

The class name is: DouchebagFixer.DouchebagFixer


A little bit more specific explanation
Douchebag Fixer calculates the average distance between players, adds 25% to the average and then checks if anyone's distance is above the average. If they're over the distance for 20 seconds, they will get a message telling them to group up with the others. When the time exceeds 60 seconds, they will get a message warning them that they are about to get kicked. When the time hits 100 seconds, they will get kicked.

As long as the average distance of a player is below 1250, or there are less than four monsters or there are less than three players, the Douchebag Fixer will not do anything. 1250 is something like the distance from BioticsLabs spawn to the door of the room with red light.

All values and messages above are customizable.


Perk progression
Not whitelisted. This will disable perk progression on listen servers, on dedicated it works fine.


Config
You can find the settings from DouchebagFixer.ini in system folder.
  • MinimumDouchebagWave
    If the current wave is below this number, Douchebag Fixer won't trigger. Note: waves start at 0 and in long match end at 10.

  • MinimumNumberOfDouchebags
    If the current player count is below this number, Douchebag Fixer won't trigger. Note: should always be 3 or higher.

  • DouchebagMonsterLimit
    If the current spawned monster count is less than this number, Douchebag Fixer won't trigger. Note: maximum of 32 mobs can be spawned at the same time in a normal game.

  • MinimumDouchebagDistance
    If the average distance of a player is below this number, the Douchebag Fixer will ignore them. 1250 is approximate the distance between BioticsLabs spawn and the door if the room with red light.

  • DouchebagDistanceMultiplier
    The total average is multiplied by this number. If the player's average distance is over the increased average, and other conditions are met, the Douchebag Fixer will trigger.

  • DouchebagTimeLimit
    The absolute minimum time a player needs to be over the distance limit before anything happens.

  • DouchebagTriggerLimit
    How many times can a douchebag reach the first time limit before they get kicked.

  • bDouchebagProgressMessage & DouchebagProgressMessage
    When bDouchebagProgressMessage is True and DouchebagTimeLimit has been reached, DouchebagProgressMessage will start bouncing around the centre of the player's screen. %douchebag% gets replaced with player's name.

  • bDouchebagBroadcastMessage & DouchebagBroadcastMessage
    When bDouchebagBroadcastMessage is True and DouchebagTimeLimit has been reached, DouchebagBroadcastMessage will be sent to everyone informing them about the douchebag. %douchebag% gets replaced with player's name.

  • bWarnDouchebag, DouchebagWarningTime & DouchebagWarningMessage
    When bWarnDouchebag is True and DouchebagWarningTime has been reached, DouchebagWarningMessage will be sent to the douchebag. %douchebag% gets replaced with player's name.

  • bKickDouchebag, DouchebagKickTime, DouchebagKickReason & DouchebagKickMessage
    When bKickDouchebag is True and DouchebagKickTime has been reached, the douchebag will be kicked and given DouchebagKickReason as the reason for the kick. DouchebagKickMessage is sent to everyone informing them about the kick. %douchebag% gets replaced with player's name.

  • DouchebagProgressColour, DouchebagBroadcastColour, DouchebagWarningColour, DouchebagKickColour & DouchebagColour
    Progress text, chat message, warning text, kick text and douchebag colours.


External link
https://mega DOT nz/#!ww8ShQwb!4y96Hxu9NJ6NawQiae7sTuDjMY4VX0cqM6ZELOD_xUI
15 Comments
legit booty warrior 6 Aug, 2019 @ 4:54pm 
luckily this isnt an actual game thing, sometimes i need to run away from the terrible players, cause if they keep messing my game up then ill just blow them up
Siluva 3 Aug, 2019 @ 6:33pm 
Definitely need it for Left 4 Dead as well.
Dazuz  [author] 3 Aug, 2019 @ 10:21am 
Yes! It would fit the theme perfectly!
Rewire 3 Aug, 2019 @ 9:59am 
"Kick Reason: Stop being a douchebag, group with the other douchebags." :emofdr:
Jagged 1 Aug, 2019 @ 7:29am 
Thats actually quite clever - using the script to get rid of certain individuals :D
Dazuz  [author] 1 Aug, 2019 @ 6:09am 
I personally only play with 1-3 friends on a "private" server, so there's always a clear main group of people, which makes this mutator very effective and useful.
Jagged 1 Aug, 2019 @ 5:15am 
What i usually do on public servers is trying to identify people who are good teamplayers and stick with them. But when u got people that never heal you - even tho you always heal them or never cover your back and be a kill-greedy whore instead i go on my own. Its better to die because you lack skill than beeing killed because your mate wasnt a mate but a backstabbing traitor.

Also a big number of players dont seem to know or care about the mechanics of FPs or SCs and dont mind get you killed just to get the kill.

So i'd really like to keep staying alone as an option.
Your mods probably not made for the ones like me - which is fine !
Dazuz  [author] 1 Aug, 2019 @ 12:14am 
Damn 1000 character limit.

It's obviously not going to work for every server and situation, but for a "private" server I play on with my friends, it's perfect. We had quite a few issues with players who tried to solo waves before this. In easier difficulties they made the waves take forever, and in suicidal they end up dying.
Dazuz  [author] 1 Aug, 2019 @ 12:14am 
@LOnGDoNGBOnG I have to disagree, it's been nothing but delight for me.

@|H|H| Fr3ddi3 they get kicked. Actually, had this kind of situation yesterday during suicidal farm run. We tried to tell him to get to the camp spot, but he went to the trader. Got kicked, joined back in, we gave him money and rest was just fine. There's about 99% chance he would have died anyway, so nothing of value was lost.

Of course there's going to be some false positives, but they're rare and usually get fixed before kick. You can also disable the kick function, increase the time or distance or set a higher wave limit. By default it has 20 seconds wait time before anything happens, warning at 60 and kick at 100.

Overall it has been more positive for my friends and I than negative. The case above is the first false positive kick so far. To quote my friend: "im a lot less tilted since you made the mod"
|H|H| Fr3ddi3 31 Jul, 2019 @ 5:43pm 
I got no skin in this game but I'm curious.

Players who end up left behind at a trader for whatever reason (eg, died last round and it's a far trader so they can't make the return trip), where do they fit into all this. I'd rather that person try and hold up somewhere they can survive rather than try and traverse the map with live zeds in play.

After all them dying just means more money wasted and 1 less person to kill their share of zeds, same result if they get kicked.

I guess what i'm trying to get at is I feel this sort of mod should have a grace period, simply cause shit happens.

Though as I said I got no skin in this game, it's interesting none the less.