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ScrN Balance Fans ScrN-B
STEAM GROUP
ScrN Balance Fans ScrN-B
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P-Jay Feb 28, 2021 @ 5:34am
Problems using ScrNDoom3KF Mod
I have a Server, where i have different Mods, one of these Mods is using ScrNDoom3KF and the ZedManager, to have a Pure Doom Mod, without using ScrN Balance. When i change back, to a KFMod Gametype, then the Zeds are invisible and i will get killed by invisible Doom Monsters. When i change to Legacy Mod, for example, the Zeds are visible and i can Headshot with the 9mm, however i can't headshot with the Dual HC (Not tested other Weapons yet). No matter what, something is weird after using that Mod. Here is a link, with my Doom3KF.ini, the Zeds.ini and my Mutloader.ini where you can see what mutators i am using. I hope this helps and someone can help me :)

https://drive.google.com/file/d/1gfs-Q1axZ6wx_0j56xxDwJNLZY2nml_F/view?usp=sharing
Last edited by [ScrN]PooSH; Feb 28, 2021 @ 6:46am
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[ScrN]PooSH Feb 28, 2021 @ 6:54am 
This is a known problem, and one of the reasons why ZedManager is deprecated in ScrN Balance, and I moved to ScrnWaves.

There is no proper solution, but you can try a workaround. Pick an unused Zed Manager config, for example, ScrnZedManager.ZedCfgA and force all zeds back to normal there.
[ScrnZedManager.ZedCfgA] ZedDefs=(Kind="CLOT",Username="OriginalClot",Package=,ClassName="KFChar.ZombieClot_STANDARD",bEnabled=True,bLocked=True) # do the same for all other zeds

Then add ScrnZedManager.ZedCfgA mutator for all regular games.
P-Jay Feb 28, 2021 @ 9:28am 
Thanks for the answer, this could maybe work, i will try that
P-Jay Mar 1, 2021 @ 2:30am 
Ok, that was Pain, because after overwriting the Classes, i still had the problem with 1 invisible Zed, after many Tests i noticed, that the ZedManager is always spawning a Cherub first, this was the invisible one, in the first wave, and overwriting it back was not working too. So i changed the Spawn from (SHIVER --> Cherub) to (Replace Tick --> Cherub 50%) now it seems to work :P
P-Jay Mar 16, 2021 @ 5:05am 
After some more testing i noticed, that there are still invisible Zeds.

Following Testing Result: Using the Zed Manager, to overwrite the Doom Monsters again, is working for the default Zeds. The other Classes, like the WPC Zeds are still invisible in later Waves. The Classes "Jason" and "TeslaHusk" seem to be the only Classes which seem to work, without overwriting.

Workaround 1: Overwriting the Doom Monsters from the Custom Zed Classes, like the Shiver=Cherub, back to the Custom Zeds themself, in this example Cherub=Shiver (Result = Custom Zeds will spawn in default Game, but there are no more invisible ones)

Workaround 2: Overwriting the Doom Monster, from the Custom Zed Classes, like the FFP=Mancubus, to default Zeds like the Fleshpound, in this case Mancubus=FP (Result = The Zeds, to which you overwrite, will spawn more often in default KF Game, in this example, more Fleshpounds, but there are no more invisible ones)

Workaround 3: Take the Doom Monsters from the Custom Zed Classes, like the GoreShank=Commando and let them replace another Doom Monster, which definition is a default Zed Class, like the Gorefast=Sawyer, with a chance of 50% --> ZedDefs/Gorefast/Sawyer and ZedRepl/Sawyer/Commando/Chance:0.50 (Result = Default KF is fine, but DooM Spawn will be a little bit different, than before and maybe not as much different Monster kinds in one wave (NOTE: I have not overwritten "Jason=HellKnight" and "TeslaHusk=Pinky", because since now, i don't have the issue, that they are spawning invisible in default KF -- > Tested one Monster after another)
Last edited by P-Jay; Mar 16, 2021 @ 5:06am
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