Killing Floor

Killing Floor

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LostZedsTeleportMut
   
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13.254 KB
22 Dec, 2017 @ 2:29am
14 Apr, 2018 @ 8:12pm
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LostZedsTeleportMut

Description
I've played for a long time on custom serverperk's servers including many non-standard zeds, squads, maps, perks, etc. Some of those ones are distinguished by one feature. It's necessity of waiting while the several stuck last zeds will be killed automatically by game engine or server administrator using killzeds command. It's not really cool. So, this mutator allows to automate the process of killing last zeds by teleportating ones to random player's area, that's on the map currently.

CONFIG SETTINGS:
bBossWaveTeleport - teleport works on the last boss wave or doesn't.
SecondsToWait - time interval between zeds' teleportating cycles.
MonstersLeft - amount of last zeds after leaving ones teleportating cycles will begin.
MinTeleportDistance - minimum zed's teleportating distance.
MinDistanceToPlayer - lower boundary of allowed zed's teleportating area.
MaxDistanceToPlayer - upper boundary of allowed zed's teleportating area.
ExcludedZeds - list of non-teleportable zeds.

ATTENTION!
If there're some zeds that it's not desirable to teleportate, you must add the names of excluded zeds' classes in config. For example, if you want to make the all types of Patriarchs non-teleportable, you should put in the next line: ExcludedZeds = Class'KFChar.ZombieBoss'. Also you should be aware about used custom zeds installed on your server before applying the mutator. One more example, standart Marco's MutSlotMachine contains Reaper monster that has some specificities of his own working. Thus, it's justified to add Reaper in excluded list as follows: ExcludedZeds = Class'MutSlotMachine.Reaper'.

P.S. The code to add the mutator: LostZedsTeleportMut.LostZedsTeleportMut

External link: https://www.dropbox.com/s/aadlh4o96ltvoi4/LostZedsTeleportMutF.rar?dl=0
18 Comments
P-Jay 4 May, 2024 @ 1:49pm 
The problem is, that the map is including brain dead zeds, the lostzeds teleport mut can't handle to teleport them because of the controller class, so the soltion is to exclude them in the LostZedsTeleport.ini like: ExcludedZeds=Class'KFChar.BrainDeadStalker'
ExcludedZeds=Class'KFChar.BrainDeadSiren'
ExcludedZeds=Class'KFChar.BrainDeadBoss'
ExcludedZeds=Class'KFChar.BrainDeadBloat'
ExcludedZeds=Class'KFChar.BrainDeadFleshPound'
ExcludedZeds=Class'KFChar.BrainDeadHusk'
ExcludedZeds=Class'KFChar.BrainDeadZombie'
ExcludedZeds=Class'KFChar.BrainDeadScrake'
ExcludedZeds=Class'KFChar.BrainDeadClot'
ExcludedZeds=Class'KFChar.BrainDeadGorefast'
ExcludedZeds=Class'KFChar.BrainDeadCrawler'
GRIMM 3 May, 2024 @ 9:15am 
P-Jay, so what was the problem? How did you solve it?
P-Jay 30 Jul, 2023 @ 11:01am 
Found the problem and fixed it, just message or write here if someone is interested how or having the same problems on other maps
P-Jay 23 Jul, 2023 @ 12:08am 
Maybe this can happen on other Maps too, so someone has an idea how to fix that?
P-Jay 23 Jul, 2023 @ 12:07am 
Warning: LostZedsTeleportMut KF-ArmyBase-1-0-0.LostZedsTeleportMut (Function LostZedsTeleportMut.LostZedsTeleportMut.Teleport:0034) Accessed None 'Controller'
Warning: LostZedsTeleportMut KF-ArmyBase-1-0-0.LostZedsTeleportMut (Function LostZedsTeleportMut.LostZedsTeleportMut.Timer:0198) Accessed None 'Controller'
Critical: UObject::ProcessEvent
Critical: (LostZedsTeleportMut KF-ArmyBase-1-0-0.LostZedsTeleportMut, Function LostZedsTeleportMut.LostZedsTeleportMut.Timer)
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: Level KF-ArmyBase
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
P-Jay 23 Jul, 2023 @ 12:06am 
I have a mod with many custom monsters and some other stuff, for now worked fine and having no crashes. From about 100 Maps we were playing about 15 Maps on this mod using the LostZedsTeleportMut too with no issues, till we played the Map "ArmyBase". It crashed the Server 2 times in a row, when the LostZedsTeleportMut tries to act
RAMBO 15 Jan, 2018 @ 9:29pm 
The mutator shows in the web admin list, but not the game list. It still works. Though I have to activate it through the web admin.
CFH  [author] 14 Jan, 2018 @ 2:28pm 
It must be shown in the list anyway 0_0
RAMBO 14 Jan, 2018 @ 2:18pm 
It's working now.
RAMBO 14 Jan, 2018 @ 2:04pm 
Seems to not be showing up in my mutators list for some reason. Installed download in KF folder.