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L4D2 Mutations


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kwski43
Senior Member
Join Date: Mar 2009
Old 04-22-2010 , 12:33   L4D2 Mutations
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Quote:
The Mutations are week-long events that offer new ways to play the game, such as this week's "Realism Versus" Mutation and the upcoming campaign-only "Chainsaw Massacre," which will give players chainsaws with unlimited gas--and nothing else. Only one Mutation will be available at any given time, changing weekly. A monthly poll will allow players to vote on which Mutation they would like to return the following week.
Pre-release request, the mutations must be included in game, so probably somebody could 'hack' it with sourcemod?
Realism Versus sounds awesome.
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Cuthbert
Senior Member
Join Date: Nov 2009
Old 04-22-2010 , 13:11   Re: L4D2 Mutations
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Yeah I was thinking along the same lines.
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FaTony
Veteran Member
Join Date: Aug 2008
Old 04-22-2010 , 14:09   Re: L4D2 Mutations
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Valve can erase them C++ way each week...
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kwski43
Senior Member
Join Date: Mar 2009
Old 04-22-2010 , 14:56   Re: L4D2 Mutations
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Originally Posted by FaTony View Post
Valve can erase them C++ way each week...
Ye, but remember, Valve is lazy
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triggerman
Senior Member
Join Date: Jun 2009
Old 04-22-2010 , 18:07   Re: L4D2 Mutations
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http://forums.steampowered.com/forum....php?t=1235966
http://i199.photobucket.com/albums/a.../mutations.png
looks like there mutations are in the game already so id say this is possible.
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Last edited by triggerman; 04-22-2010 at 18:09.
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roadkill
Junior Member
Join Date: Dec 2009
Old 04-23-2010 , 20:23   Re: L4D2 Mutations
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Trying to do by running director_begin_script but it seems to not work. Valve must have something also running in the background to stop that. I wonder what is stopping it. I have also tried running it from my server.cfg to see if it worked then and it didnt.

Ok looking into it more deeply it seems that mutation# has to deal with gametype and then the m60s etc have to deal with game changes so i would expect that mutation# has to be run before you can run special game rules. Testing atm. Didn't work either still messing around.

Last edited by roadkill; 04-23-2010 at 20:50.
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Inker
SourceMod Donor
Join Date: Dec 2008
Old 04-23-2010 , 21:46   Re: L4D2 Mutations
Reply With Quote #7

So far I can run mutation 3, 9, 12, and 13 on my server just by treating them as their own gametype ('map c1m1_hotel mutation3' would load that mutation, for example) but I can't get anything other than those 4 to work.

mutation3: Bleed Out
mutation9: Guard the Gnome
mutation12: realism vs
mutation13: Linear Scavenge
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kwski43
Senior Member
Join Date: Mar 2009
Old 04-24-2010 , 01:32   Re: L4D2 Mutations
Reply With Quote #8

Quote:
Originally Posted by Inker View Post
So far I can run mutation 3, 9, 12, and 13 on my server just by treating them as their own gametype ('map c1m1_hotel mutation3' would load that mutation, for example) but I can't get anything other than those 4 to work.

mutation3: Bleed Out
mutation9: Guard the Gnome
mutation12: realism vs
mutation13: Linear Scavenge
sm_cvar mp_gamemode ?
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noodleboy347
AlliedModders Donor
Join Date: Mar 2009
Old 04-24-2010 , 01:39   Re: L4D2 Mutations
Reply With Quote #9

Quote:
Originally Posted by kwski43 View Post
sm_cvar mp_gamemode ?
They removed mp_gamemode.
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ne0cha0s
Senior Member
Join Date: Mar 2010
Old 04-24-2010 , 02:23   Re: L4D2 Mutations
Reply With Quote #10

Quote:
Originally Posted by noodleboy347 View Post
They removed mp_gamemode.
umm... no they didn't
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