Killing Floor 2

Killing Floor 2

StartWave
31 Comments
Mitch Murder 25 Aug, 2021 @ 11:37am 
hello, I know this is an old thead but I would be in great debt if someone could point me to a full step by step guide. i own a server through G-Portal and I am really confuse as to where I am putting all these commands and how. many thanks in advance
Dr. Smoke 16 Jun, 2021 @ 5:07pm 
?Dosh=10000 doesn't work using this mod
[object Object] 10 Jan, 2019 @ 7:43pm 
This is a great mutator for kf2.
For the endless mode, Dosh charging does not work.
I found the solution, if you put the HELL ON FIRE mod, then in a bundle, they both work as if not strange in the endless, Dosh too charging.

As a temporary solution, I think it will do.
Demolitions 13 Dec, 2018 @ 7:13pm 
@Pharrahnox I did, it works rather nicely.
Pharrahnox  [author] 13 Dec, 2018 @ 3:00pm 
@diamondpumpkin Did you end up removing the old versions and getting the mutate setwave command working?
Demolitions 12 Dec, 2018 @ 4:33am 
Turns out the configuration file does start and there's multiple areas where workshop content is downloaded (On linux)

1. <KF2 Install directory>/KFGame/Cache
2. <KF2 Install directory>/Binaries/Win64/steamapps/workshop/content/232090

The configuration does generate and I'll delete everything to ensure the workshop is the latest.


Pharrahnox  [author] 11 Dec, 2018 @ 11:23pm 
I got a friend to try it out - one who hadn't subscribed to the mod before. The mutate setwave command worked correctly for them. This means your game must be using an old version. It was a pain for me to remove the old versions too. Try unsubscribing, deleting any traces of it in the Cache and in the workshop downloads folder, then resubscribing. I don't know where the workshop downloads folder would be for you, on Windows it is <Steam installation directory>\steamapps\workshop\content\232090\1417081496.

If you continue to have trouble with the old version being used or others have the issue, I could reupload this new version as a separate workshop item.
Demolitions 11 Dec, 2018 @ 6:01am 
I have the latest version and it still doesn't work. I deleted the Cache folder for the mod it also still doesn't work. I've enabled cheats as well.
Pharrahnox  [author] 11 Dec, 2018 @ 5:50am 
That is most likely due to the old version being used instead. If system messages still appear when the match starts ("System: spawn suspended" or something like that) then it's the old version. If these messages don't appear, make sure you have enabled cheats.

You might need to delete the 1417081496 folder from your Cache if it exists. I had the same issue when I was checking if the new workshop item was working correctly.

Currently, I don't know how to address the config issue for Linux. In the meantime you can append all necessary parameters in the launch command. It's cumbersome, but at least it works.
Demolitions 11 Dec, 2018 @ 5:43am 
Also, the mutate setwave command does not work.
Demolitions 11 Dec, 2018 @ 5:32am 
@Pharrahnox By default Steam/steamapps only has a vdf file in it, that's it. Adding the configuration file in any ways does nothing.

In order for the config to generate, you would have to put it somewhere within the game's directory, only thing steam is used for on Linux is downloading games and the few games that need SteamAPI, although this is used by accessing SteamCMD's .so files.

A couple things to note, the game has trouble making new directories, as stated by Tripwire it can't create the originally Cache file for workshop, I had to make that to download any.
Secondly, the game ID is not the same for Windows as for Linux.

Windows: 232090
Linux: 232130

Adding the configuration file to say, the KFGame/Cache folder could work, or the server's main configuration folder. Otherwise there's a good chance it won't be created, muchless used.
Pharrahnox  [author] 11 Dec, 2018 @ 5:07am 
@diamondpumpkin I have provided a link at the bottom of the description for a separate download of the config file (hosted on Google Drive). Will this work for you? Sorry I'm not familiar with KF2 on Linux.
Demolitions 11 Dec, 2018 @ 4:47am 
@Pharrahnox No, I'm on Linux, there is no active steam install directory. I use SteamCMD to install the game and use KillingFloor's workshop system to download workshop.

If you were to put the config file in the Cache folder however, that could work.
Pharrahnox  [author] 11 Dec, 2018 @ 3:23am 
@diamondpumpkin There should be a config included with the workshop item, located in <Steam installation directory>\steamapps\workshop\content\232090\1417081496\Config\KFStartWave.ini
Is it not there for you?
Pharrahnox  [author] 11 Dec, 2018 @ 3:20am 
UPDATE: Added setwave command allowing users to jump between waves during the match. See the bottom of the description for details. Thanks to Kore for reminding me of the mutate function.
Added correct difficulty scaling for endless when skipping waves.
System messages no longer appear when changing waves.
Demolitions 26 Nov, 2018 @ 1:16am 
Doesn't create the Config file on Linux servers. Also, quite disappointing you can't set the wave in game, makes for a difficult time when you want to bounce between waves.
Flammable 1 Aug, 2018 @ 8:28am 
Cool mutator, I always wanted to start from wave 1 but have trader available before it, thanks
Pharrahnox  [author] 1 Aug, 2018 @ 4:49am 
Very true, thank you for pointing that out. No idea why I overlooked that...
MehKore 1 Aug, 2018 @ 4:39am 
You can use the function "Mutate(string MutateString, PlayerController Sender)" defined in Mutator.uc to handle the console command btw. Players can then type "mutate startwave 5" for example.
Pharrahnox  [author] 24 Jul, 2018 @ 8:14am 
I'll look into that when I get the chance. I think I've noticed the starting dosh not applying correctly in Endless before. Thanks for the report.
Nunulu 24 Jul, 2018 @ 7:13am 
Also, starting at wave 100 seems like the same as starting at wave 1, in terms of difficuly, number of zeds, zeds' HP, zeds' damage.
Is this normal?
Nunulu 24 Jul, 2018 @ 6:20am 
I got it to work in Endless but the problems are:
1. The KFStartWave keeps resetting itself when I start a server when editing the numbers in the config.
2.I use start .\Binaries\win64\kfserver KF-China_Temple_Insane_Edit?game=KFGameContent.KFGameInfo_Endless?Mutator=ServerExtMut.ServerExtMut,StartWave.StartWave?bStartWithTrader=true?StartWave=100?InitialTraderTime=120?TraderTime=90?Dosh=10000
to start the server but the Dosh still starts at 250

Do you know how to fix this? Thanks
Pharrahnox  [author] 22 Jul, 2018 @ 7:33am 
As far as I'm aware it does work for endless.
Nunulu 22 Jul, 2018 @ 6:28am 
So it doesn't work for Endless gamemode?
Ei 26 Jun, 2018 @ 12:58am 
Okey i didin't get that because there are a lot of words
Pharrahnox  [author] 25 Jun, 2018 @ 11:56pm 
@Medieval knight - What was your launch command? Did you specify the StartWave in the launch command, or alter it in the config file? If you did neither, please refer to the "Adjusting settings" thread. The default settings won't alter the game (i.e. you'll start on wave 1 and the boss spawn will be random).
Ei 25 Jun, 2018 @ 11:19pm 
it didin't work on my kf2 game yet
Pharrahnox  [author] 22 Jun, 2018 @ 9:32pm 
I'm glad it has been useful for you.

@HIS | Leenk - It is on the TODO list, but I need to figure out a way to do that without replacing important classes like the player controller. I might make two versions if I am unable to come up with a solution; one for compatibility, one for advanced features.

I have several other mods I'm working on at the moment, so I don't know when I will get around to it.
Blooderfly 22 Jun, 2018 @ 9:16pm 
much useful , it save many times of testing
Leenker 21 Jun, 2018 @ 10:24am 
It could be extremely useful if you can add console command for user to exec.
Delta♂ 20 Jun, 2018 @ 8:19am 
Extremely useful tool for mappers. Was indispensable when I was testing Biolapse. Highly recommended for mappers working on Holdout/Boss wave testing!