STEAM GROUP
SheepKF KF-RPG
STEAM GROUP
SheepKF KF-RPG
44
IN-GAME
367
ONLINE
Founded
18 May, 2015
Chad 5 Jul, 2017 @ 2:10am
Boss Camera "Fix"
In ExtPlayerController.uc paste this

function SetBossCamera( KFPawn Boss )
{
// don't do anything
}

Now whenever a boss dies it won't show a kill camera so bosses die like the rest of the zeds. On boss wave bosses will still have theatrics when they spawn but not when they die.
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Showing 1-5 of 5 comments
^b2k^Tetoaku 5 Jul, 2017 @ 2:52am 
Where can you find that?
Chad 5 Jul, 2017 @ 10:26am 
That file is part of the ServerExt mod used to run sheep's server.
Hunter-AP 5 Jul, 2017 @ 2:25pm 
I found something else that can be changed that should have the same effect (although I can't compile thje code due to a slew of other errors).
Inside HBServer.uc from HardModeBossS on lines 1651 to 1671, you have a few empty if statements:

// if not boss wave, play progress update trader dialog
`if(`isdefined(USING_ENDLESS_MODE))
if( !bIsOnBonusWave &&
`else
if(
`endif
!bIsOnBossWave && KilledPawn.IsA('KFPawn_Monster') )
{
// no KFTraderDialogManager object on dedicated server, so use static function
class'KFTraderDialogManager'.static.PlayGlobalWaveProgressDialog( GRI.AIRemaining, GRI.WaveTotalAICount, WorldInfo );
}

if( bIsOnBossWave && KFPawn_Monster(KilledPawn)!=None ) // Check if killed boss.
{
ActiveBossList.RemoveItem(KilledPawn);
if( KFPawn_MonsterBoss(KilledPawn)!=None )
SetTimer(2,false,'ResetBossView');
BossDied();
}
CheckWaveEnd();
}

I changed it so it looks like this:

// if not boss wave, play progress update trader dialog
`if(`isdefined(USING_ENDLESS_MODE))
if( !bIsOnBonusWave )
{
if( KFPawn_MonsterBoss(KilledPawn)!=None )
SetTimer(2,false,'ResetBossView');
}
else
{
if( KFPawn_MonsterBoss(KilledPawn)!=None )
SetTimer(2,false,'ResetBossView');
}
`else
if(
`endif
!bIsOnBossWave && KilledPawn.IsA('KFPawn_Monster') )
{
// no KFTraderDialogManager object on dedicated server, so use static function
class'KFTraderDialogManager'.static.PlayGlobalWaveProgressDialog( GRI.AIRemaining, GRI.WaveTotalAICount, WorldInfo );

}

It forces a call to "ResetBossView" whether or not your are currently on the Boss Wave or the Endless Wave.
RawDog 5 Jul, 2017 @ 2:38pm 
Nice.
Enryu 7 Jul, 2017 @ 11:06pm 
Originally posted by Hunter-AP:
I found something else that can be changed that should have the same effect (although I can't compile thje code due to a slew of other errors).
Inside HBServer.uc from HardModeBossS on lines 1651 to 1671, you have a few empty if statements:

// if not boss wave, play progress update trader dialog
`if(`isdefined(USING_ENDLESS_MODE))
if( !bIsOnBonusWave &&
`else
if(
`endif
!bIsOnBossWave && KilledPawn.IsA('KFPawn_Monster') )
{
// no KFTraderDialogManager object on dedicated server, so use static function
class'KFTraderDialogManager'.static.PlayGlobalWaveProgressDialog( GRI.AIRemaining, GRI.WaveTotalAICount, WorldInfo );
}

if( bIsOnBossWave && KFPawn_Monster(KilledPawn)!=None ) // Check if killed boss.
{
ActiveBossList.RemoveItem(KilledPawn);
if( KFPawn_MonsterBoss(KilledPawn)!=None )
SetTimer(2,false,'ResetBossView');
BossDied();
}
CheckWaveEnd();
}

I changed it so it looks like this:

// if not boss wave, play progress update trader dialog
`if(`isdefined(USING_ENDLESS_MODE))
if( !bIsOnBonusWave )
{
if( KFPawn_MonsterBoss(KilledPawn)!=None )
SetTimer(2,false,'ResetBossView');
}
else
{
if( KFPawn_MonsterBoss(KilledPawn)!=None )
SetTimer(2,false,'ResetBossView');
}
`else
if(
`endif
!bIsOnBossWave && KilledPawn.IsA('KFPawn_Monster') )
{
// no KFTraderDialogManager object on dedicated server, so use static function
class'KFTraderDialogManager'.static.PlayGlobalWaveProgressDialog( GRI.AIRemaining, GRI.WaveTotalAICount, WorldInfo );

}

It forces a call to "ResetBossView" whether or not your are currently on the Boss Wave or the Endless Wave.

Thanks Hunter-AP, I'll try this out tomorrow to see if it changes anything.
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