Killing Floor

Killing Floor

Monster Scaler Mutator
67 Comments
Boltte man 11 Feb, 2017 @ 3:25pm 
Oh ok, fair enough - then I shall make do with what I have here then till then - thanks! I hope you do get back into KF1 modding as I and many others still play!
Mutant  [author] 11 Feb, 2017 @ 1:06pm 
Sure I am able to realize that, but right now I am not interested into modding KF.
I have put it on my list, so I will see it if I come back. :UT2004flak:
Boltte man 10 Feb, 2017 @ 8:32pm 
Yet still allow server owners to customize scale as they wish at anytime without going back to you or re-compiling the mut.....?
Boltte man 10 Feb, 2017 @ 8:31pm 
Oh ok - are you able to make one that's possible with the proposed goal?
Mutant  [author] 10 Feb, 2017 @ 2:44pm 
That is not possible with this mutator. The scaling you enter is fix and applies to all monsters.
Boltte man 9 Feb, 2017 @ 8:55am 
Yep - looks like it did create the ini file in the end..... ok, so how do I go about setting it a value, say between 0.5 and 2 and let the mut randomly choose a scale value for each zed spawned like how it is with this workshop mut(except the only difference between this and the workshop version is that it's valid random values are 0.9 and 1.1, where as I would like to try out 0.5 and 2 to see how that works...hee hee)?
Mutant  [author] 9 Feb, 2017 @ 6:19am 
Hmm... there should be a web admin option. Well, in solo play you can use the mutator configuration page. If you change the default value, the ini will be generated for you.
Boltte man 8 Feb, 2017 @ 8:53pm 
Ok, so with that custom scaler mod - how do you pre-define the scale value? There's no ini file....or option in webadmin to alter the values........
Mutant  [author] 7 Feb, 2017 @ 11:33pm 
The workshop monster scaler version is actually whitelisted. I had to use a determined value range (hardcoded not user-changeable) for the mutator, a slider wouldn't have become whitelisted by TWI I guess, due to the chance monsters not working correctly.
IIRC, anything above 20% triggers weird hitboxes, monsters extending into the floor, monsters becoming stuck at narrow paasages.
The factor also depends on the map you're playing.

Here you are: MonsterScalerMod [mega.nz]
I remcommend to use the fix mutator along with the custom scaler as well.
Boltte man 7 Feb, 2017 @ 5:46pm 
Ah I see....so I'm guessing you won't append the fix with the base mut or else it will be greylisted? Fair enough.... Or if not that, what do you mean by "static value" to get it whitelisted? Is this mut techinically greylisted, however still allows perk and achievement progression due to how it's coded? Is this what you mean?

Ok, how small or large of a scale that breaks the zeds from functioning correctly so I know to NOT use any smaller or larger values than that!? Hahaha Actually should probably add that note on the readme file or even the ini file to let server owners (or solo players if they don't intend to use it on servers) know to not use a value larger than this or a value smaller than this or else expect zeds to not function correctly or something along those lines. ☺

Yeah sure, go upload the custome scaler - will have fun with it! Hee hee I'm guessing this is also technically greylisted but still allows perk and achievement progression?
Mutant  [author] 7 Feb, 2017 @ 12:31pm 
I had to use a static value to get the mutator whitelisted. ^^
I have a version around that allows custom scalings, the problem is that it is quite messy, especially larger factors break monsters from functioning correctly.
I can upload the custom scaler (it is a static value tho) for you, but other than that I have no plans at the moment to spend time on modding.
Boltte man 7 Feb, 2017 @ 12:28am 
Can you append the original mut with the fix so that I don't have to waste space needing to load two muts where I can just load the one mut and that's it? So name it version 2 with the fix integrated or something.... :D

Also can you give us an option to specify the size scaler as we wish? Like Instead of the default ± 10% scale, we can ourself config it to 50% ± or maybe even double it with 100%! Of course leaving teh ± 10% on default but at least give us an option to customize the scaling ourselves so we can have fun our own ways! ☺

Hee hee...seeing a huge crawler and miniture endboss patty, speaking of which - can you also enable scaling of the patty too so we can pre-define his size as well?
Mutant  [author] 10 Nov, 2016 @ 11:09am 
It seems that the code was all right, but some spawn points were too low for some larger monsters. Fixed it here, let me know if it wored for you, so I will add it to the item description: ScalerFix [mega.nz]
Mutant  [author] 10 Nov, 2016 @ 9:45am 
Ok, thanks for your time.
I will investigate a bit, might be a reset being called somewhere.
NikC- 10 Nov, 2016 @ 4:19am 
My first solo game in a year and half xD
https://steamhost.cn/steamcommunity_com/id/NikC-/screenshot/150137038702335420
And sadly same result.
Mutant  [author] 9 Nov, 2016 @ 11:55pm 
Well, that looks truely bad. Can you confirm this happening in solo games as well?
Thanks for the heads up, I will take another look at it. ;)
NikC- 9 Nov, 2016 @ 9:00pm 
Fixed the screenshot visibility.*
Mutant  [author] 9 Nov, 2016 @ 2:03pm 
Sadly, I canot view the screenshot.
Will try to find a workaround for that, as I am working on a similar issue right now. I hope there is a way to calculate that.
NikC- 9 Nov, 2016 @ 2:34am 
https://steamhost.cn/steamcommunity_com/id/NikC-/screenshot/150136946474585891
This happens mostly on hills, height limited places. And pretty frequently as we tested on various custom-vanilla maps. Maybe you need to move zed spawn point a bit higher?
Mutant  [author] 9 Nov, 2016 @ 2:33am 
Thanks. :UT2004flak:
The purpose of the mod is to make aiming a bit more fun and difficult.
Th3Dark0ccult 8 Nov, 2016 @ 12:57pm 
At first I thought this mutators is perfect for adding realism to the game, but then I remembered that the zeds are clones, therefore can't vary in size. I'm not gonna use it, but i still give it a good rating.
Slice 23 Jul, 2016 @ 6:07am 
But mega is blocked for me, it says i have passed the maximum download limit :/ if u have the mutator and could upload elsrwhere i would be very thankful
Mutant  [author] 23 Jul, 2016 @ 4:08am 
Mhm, sadly this can happen. Just use the direct download link instead then. ;)
Slice 22 Jul, 2016 @ 11:36am 
cant download it :/
qq~ 6 Nov, 2014 @ 11:25am 
I am very confident with headshotting even point-blank in KF, however, point-blank scrake shots were entirely ineffectual sometimes with this mutator on.
Mutant  [author] 6 Nov, 2014 @ 3:28am 
My tests on all systems (solo/listen/dedi) showed that heads scale reliably. Once I have some time I will try to reproduce it, but sometimes I feel the same with vanilla KF as well.
Btw. when monsters are close to you then headshotting is indeed bugged, but that's a known thing in KF and I can't do anything about it.
qq~ 5 Nov, 2014 @ 8:04pm 
Me and some friends have had some issues with headshotting zeds. It didn't feel as good chaining headshots, and there were some scrakes that I absolutely couldn't hit with my LAR or M14. This was all on a dedicated server.
Mutant  [author] 27 Oct, 2014 @ 9:51am 
Please name the map and location where this happens and the server type you are using (dedicated/listen).
Dronis 27 Oct, 2014 @ 12:10am 
@Mutant Monster falls under the floor. For example of the slain stalker stalker falls and falls under the texture with mutator on my server :(
Mutant  [author] 26 Oct, 2014 @ 3:08pm 
@Dronis,
I hope google translator translated it correctly. This has never happened to me, maybe it was just coicidence...
Dronis 26 Oct, 2014 @ 1:37pm 
Монстер пропаливается под пол. Например из Сталкера убитого выпал сталкер и проваливается под текстуру с таким мутатором у меня на сервере :(
Space Coward 19 Oct, 2014 @ 2:53pm 
WOOT
Mutant  [author] 19 Oct, 2014 @ 2:29pm 
Monster Scaler Mutator has been whitelisted in v1061!
Space Coward 5 Sep, 2014 @ 6:13pm 
I haven't really seen many things get whitelisted. It's a real shame, it gets old real fast shooting millions of the same enemy (I know they're clones, but it still is boring).
Mutant  [author] 5 Sep, 2014 @ 5:15pm 
I submit it to whitelisting nine months ago. Sadly, TWI has not updated the whitelist so far. I hope they will do this next time....
Space Coward 5 Sep, 2014 @ 5:06pm 
Whitelist first, then I'll subscribe.
Gwenyvere 7 Feb, 2014 @ 12:43pm 
all right mutant , i will try this . Anyways , thanks :tgrin:
Mutant  [author] 7 Feb, 2014 @ 12:42pm 
@Melon !,
disable all mutators execpt for Monster Scaler and add those others one by one to filter out the "incompatible" mutator. Tell me which mutator it is so I can figure out a solution.

@Yiffy Lube,
exactly that is the purpose of the mutator! :UT2004flak:
Dusk 7 Feb, 2014 @ 11:14am 
A good variation for challenging sharpshooters, also looks a tad better, considering the lack of stale zed design.
Gwenyvere 7 Feb, 2014 @ 9:29am 
gametype : killing floor , map : farm other mods : mobs mutators and weapons mutator
Mutant  [author] 7 Feb, 2014 @ 7:41am 
Well, I am not sure what you're doing but I am pretty sure it's working, otherwise I wouldn't have uploaded it.
Give me some more info on what you're exactly doing (gametype/map/other mods), so I can see what's going wrong.
Gwenyvere 7 Feb, 2014 @ 6:46am 
That dosent work , im sure ! you need to fix it ! :zombiehead:
Mutant  [author] 6 Feb, 2014 @ 2:54pm 
If you have added it to the mutator list it should work, actually it is noticeable. :)
Gwenyvere 6 Feb, 2014 @ 2:02pm 
I mean , i dont see anything for resize the Zeds !
Mutant  [author] 6 Feb, 2014 @ 1:59pm 
Melon !,
what do you exactly mean? I doubt you mean ESC.
Gwenyvere 6 Feb, 2014 @ 1:21pm 
Hey , how to open the menu ? beacause i dont see anything in my solo map :gordon:
Gutterpunk 6 Feb, 2014 @ 8:37am 
This feature should be part of KF already. Provided they lower the Sharpshooter's leveling requirements, because headshoots are much harder
Chaos 6 Feb, 2014 @ 5:12am 
Sounds really cool, hope it gets whitelisted!
aFriend|yCow 5 Feb, 2014 @ 4:15pm 
oh okay i got it. Try my idea too.
Mutant  [author] 5 Feb, 2014 @ 3:07pm 
aFriend|yCow_{HoF},
not exactly. Every monster has a slight change of its original size, enough to make it noticeable but not that extremely to be hilarious. Headshotting is quite harder, but support uppercuts still work on every size of scrake.
A random scale factor will be used for each specimen within a certain range (e.g: 0.95-1.1, meaning [-5%;+10%] for a clot).