Killing Floor 2

Killing Floor 2

Zed Spawner
65 Comments
Fulgore 27 Apr @ 10:54am 
I never used this? where i should add code and what code how? i really don´t know:riddle:
GenZmeY  [author] 17 Mar @ 8:32am 
Well... if that were the case, there would be little point in this mutator :D

It can be used with any zeds, just make sure you have them in your subscriptions
8-Bits Ronin 16 Mar @ 1:18pm 
Can I use this only with vanilla zeds?
GenZmeY  [author] 15 Mar @ 9:33am 
@ClutchNZ this parameter is not scalable, so you can't do this
ClutchNZ 9 Mar @ 2:12pm 
@GenZmeY how can we make this scale the AliveSpawnLimit to how many players are active? for eg, AliveSpawnLimit=20,28,32,48,56,64, players 1 to 6, is this possible to do with it?
GenZmeY  [author] 4 Nov, 2024 @ 6:42am 
@Scaredkid93, It's possible, but I don't think it's worth adding it here, since this functionality is not related to zed spawning

But it's a good idea for a new mutator and will be useful to many people even on servers without ZedSpawner mutator. And it would be pretty easy to do

I'm retired though. I have no desire to do anything for KF2 anymore. Maybe I'll do it if I have nothing else to do, but that's unlikely
Scaredkid93 21 Oct, 2024 @ 6:45pm 
Is it possible to add an auto end wave timer for when zeds get stuck on occasion? example something like, when 5 or less zeds are left start 10-15 second timer starts that will end the wave.
catto 28 Aug, 2024 @ 5:02am 
cool bro, i just want my server to stay stable and people have fun messing with custom guns and zeds
catto 28 Aug, 2024 @ 5:01am 
will do
GenZmeY  [author] 28 Aug, 2024 @ 4:59am 
By the way, don't get me wrong, incompatibility is a very common thing here. If two mods are incompatible, they can work fine separately, but cause problems together. It doesn't mean that the first mod is bad or the second mod is bad. It just means that they conflict. It happens
GenZmeY  [author] 28 Aug, 2024 @ 4:57am 
Try without UKFP (if you use it)

A lot of people complained to me about crashes in my mods, but it always turned out that these people were using UKFP and the problems disappeared when they turned it off. I don't know if this is a coincidence, or if these mods are simply incompatible, but I think it's worth a try

In the end, my mods are not just something I put on the workshop, I have been running servers for several years where I used all of this, so I am confident in their correct operation. But I can't guarantee full compatibility with other mods that are not mine
catto 28 Aug, 2024 @ 4:38am 
absolute bruh momento since i'm the one mentioned in that post. after extensive test the only thing cause the crash is zedspawner, maybe my server is already heavily modded and zed spawner is just the turning point to cause the crash to my server. anyway if we cannot do anything about it then it is what it is
GenZmeY  [author] 28 Aug, 2024 @ 4:06am 
@amigos, Server crashes during map changes have always been in the game ( proof ). And this mutator does not affect map changes in any way
catto 28 Aug, 2024 @ 3:25am 
the mod causes server crash after in-game map change bro. idk i need to cope with unranked server for a while
∀ℳΞ¡ƧΞɲþɘɼ 28 Aug, 2024 @ 3:12am 
Unfortunately I don't know enough to modify the mod myself and it's not really worth looking deeper into this. Now that kf3 is around the corner and not preloading on the client side works well enough. Thanks anyway
GenZmeY  [author] 26 Aug, 2024 @ 2:01pm 
Hey. Sounds like a problem :(

I don't know the exact method, but I think it's possible to come up with something if research this case more. The main thing is to find a marker by which you can clearly understand that the zeds have loaded and you can let the player into the game. And hide the "Ready" button until this happens, as is done in CTI ( like this [github.com]).

Both mutators have a RepInfo class, so transferring this part of the code from CTI to ZedSpawner should not be a big problem

But I have no desire or time to do/research/test this, so I can only hint. The mutator sources are open, maybe someone can do this
∀ℳΞ¡ƧΞɲþɘɼ 26 Aug, 2024 @ 12:24pm 
hi, I have a lot of custom zeds and it always takes a while to load them on the client side, while the player is in the lobby. Is there a way to prevent players from spawning too early? If PreloadContentClient hasn't finished loading (only recognizable from FPS drops) and the player spawns, he's bugged and can't shoot.
XanS 19 Aug, 2024 @ 2:45pm 
Does anyone have any good configs?
GenZmeY  [author] 10 Aug, 2024 @ 10:58am 
I don't have this, maybe someone else does...

I can only suggest trying to remake my config for endless [raw.githubusercontent.com]
You can take any range of 10 waves as a basis, and delete all the others
catto 9 Aug, 2024 @ 8:51pm 
is there any basic config for 10 wave hoe spawn? anything will do my low-tech brain can't comprehend this
cOOKie_MoN$TeR 30 May, 2024 @ 12:52am 
I'm thinking its a Tripwire exploit that has yet to be fixed. I can send you the whole server log no problem. Just let me know where to send it.
GenZmeY  [author] 30 May, 2024 @ 12:28am 
I have some ideas about this, but I need more information. sent you a friend invitation
GenZmeY  [author] 29 May, 2024 @ 11:49pm 
compromised? serious statement. The source code of the mutator is open and quite simple. In addition, you can use UE Explorer on the AAL version from steam to make sure that they match and do not contain suspicious code

show me at least these mysterious lines from the log. I find it hard to believe all this
cOOKie_MoN$TeR 29 May, 2024 @ 5:00pm 
So I have been running this server without the Zedspawner for several days. The wipe waves have kicked off yesterday. We survived several of these wipes and noticed that the server was de-ranked. Looking thru the logs I began noticing a mystery server admin login and log out thru the AAL Mutator which had all the digits zero. So I'm guessing the game admin auto login is compromised and some miscreant is spawning in the waves.
∀ℳΞ¡ƧΞɲþɘɼ 28 May, 2024 @ 12:41pm 
I know I wrote the line out, it was a typo. zedspawner works well, but balancing is the hardest thing with so many custom zeds. Thanks for the help
GenZmeY  [author] 28 May, 2024 @ 6:48am 
@∀ℳΞ¡ƧΞɲþɘɼ, btw, In your example in the first message, in some places I see a dash sign (-) instead of an equal sign (=), this will probably cause bugs, so I highly recommend check your config and fix such things
∀ℳΞ¡ƧΞɲþɘɼ 28 May, 2024 @ 6:33am 
Ok thanks for the info:steamthumbsup:
GenZmeY  [author] 28 May, 2024 @ 6:15am 
Hey

If RelativeStart is specified (i.e. it is greater than zero), then it works first (Delay is not used), after the first spawn Delay starts working (and RelativeStart stops being used)

Look what the spawn calculator will say if I enter your parameters into it (the blue area, under the parameters, is called “What will happen:”):
"First spawn will be when 50% of enemies are killed, then spawn every 60sec."

You can check this and your other assumptions in it. I specially made it to make it easier for people to understand the spawner, since it’s damn hard to describe this in text since I created a monster, omg
∀ℳΞ¡ƧΞɲþɘɼ 28 May, 2024 @ 5:28am 
Hi, question for understanding. Do RelativeStart and Delay work together if I have both in the comandline? For example "Spawn=(Wave-4, ZedClass="CustomZeds.WMPawn_ZedClot Slasher Omega", RelativeStart=50, Delay=60, Probability=100, SpawnCountBase-1, SingleSpawnLimit=1)" If I take longer than 60 seconds to kill 50% of the zeds, the custom zed will spawn as soon as I have 50% zeds killed and if I reach the 50% before the 60 seconds the custom zed will not spawn. Is that correct?
cOOKie_MoN$TeR 24 May, 2024 @ 1:18pm 
I looked at the log when it happens, its not showing the zedspawner over riding the normal wave. It is a Poundamonium wave and starts dropping them in waves of thirty five all at once. I have no special waves setup and have left the ini pretty much stock, I have been using the spawner just to mix up the waves randomly. I have nuked the whole server and rebuilt it twice. Eventually it comes back. I am using the UFKF2 patch with this mutator along with its supporting mutators and CTI. Waves seven and nine is when it mostly happens. I have no special waves setup for those rounds. I'm thinking the maps are to blame as it has never happened on an official map. Just wondering if any one else has experienced this and maybe resolved it. I'm going to rebuild it and try running it without the Zedspawner and see what happens. I will advise if it happens again.
GenZmeY  [author] 23 May, 2024 @ 2:07pm 
and if there is something in the log, compare it with your config to see if it’s normal or not
GenZmeY  [author] 23 May, 2024 @ 1:47pm 
@cOOKie_MoN$TeR, sounds weird. It makes sense to look at the log when this happens again, if ZedSpawner is to blame - there will be spawn entries in the log (it logs all its spawn attempts)
cOOKie_MoN$TeR 23 May, 2024 @ 1:14pm 
When using this mutator on my server, I randomly get a two hundred plus Fleshpound wave. It seems to randomly happen. I've seen it happen only on certain maps, KillingPool, BigRoom2020, Defence Thyself (Day and Night), and BlockfortV2. Anybody have a solution?
sw 14 Apr, 2024 @ 6:07pm 
The server turns off when changing maps.
GenZmeY  [author] 16 Nov, 2023 @ 2:28am 
the formulas work the same for all spawns, so you can't do that, but...

you can try to use this spawner for dynamic changing spawn and some other simple spawner for spawn regardless of the number of players

The spawners that are in the workshop do not replace the game classes, so they should not conflict
Deko 15 Nov, 2023 @ 6:50pm 
thank you. and what if I wanted a specific Spawn to be influenced by the number of players, but others Spawns not? is that possible?
GenZmeY  [author] 15 Nov, 2023 @ 9:11am 
you can completely get rid of the influence of the number of players on spawn if you set:
[ZedSpawner.Spawn]
SpawnTotalPlayerMultiplier=0.0
SingleSpawnLimitPlayerMultiplier=0.0

Look at the formulas on the calculator page and you will understand how it works
Deko 15 Nov, 2023 @ 8:58am 
even if "SpawnCountBase=1" the numer of zeds that will spawn is multiplied if there are more players in the servers. how can I set the exacly number of zeds I wante to spawn,
independent of how many players are on the server? and what command should I use to multiply the number of zeds according to the amount of players on the server??

for exemple, I have this:
Spawn=(Wave=2,ZedClass="KFGameContent.KFPawn_ZedFleshpound",RelativeStart=30,Delay=0,Probability=100,SpawnCountBase=1,SingleSpawnLimit=1)

If I'm alone on the server it only spawns 1 FP, after 30% of zeds killed. but if there are 6 players on the server, it will spawn 3 FPs.
GenZmeY  [author] 26 Jun, 2023 @ 10:48am 
The config I used on my endless servers before:
https://github.com/GenZmeY/KF2-MSK-GS-Resources/blob/master/common/KFZedSpawner.ini

I am not using CyclicSpawn here, but otherwise this should be a good example

In case someone wants to test this config, these zeds are used:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2811849367
Scaredkid93 24 Jun, 2023 @ 3:34pm 
GenZ, can you add an example in discussions or something for everyone to see?
GenZmeY  [author] 9 Apr, 2023 @ 9:28am 
I needed to add new zeds to my servers. At first I wanted to make it possible to edit the waves, but it turned out to be very difficult and inconvenient (for technical reasons). I had two ways - to make my own SpawnManager that would replace the original one, or to make a parallel spawner like this one. Both ways could solve my problem, but the first way is much longer. So I chose the second one
GenZmeY  [author] 9 Apr, 2023 @ 9:19am 
Because it does not replace the kf2 spawner, but works in parallel with it
GameOveR 8 Apr, 2023 @ 4:59pm 
Thanks, it's working, now another question, why There random spawn, i mean i don't use crawler,sirens, Riot, bloat, in my list,, but i still have them in my game, what's wrong with that?
GenZmeY  [author] 8 Apr, 2023 @ 11:07am 
First, RelativeStart does not work on boss waves (because there is no total number of zeds, they spawn indefinitely as long as the boss exists). So set it to 0 and only use Delay to set the spawn time. The rest of the line looks correct
GenZmeY  [author] 8 Apr, 2023 @ 11:07am 
Secondly, if your boss line is in the [ZedSpawner.SpawnListRegular] section and you use Endless gamemode (meaning we have a boss every fifth wave) make sure you have bStopRegularSpawn=False in the [ZedSpawner.SpawnListBossWaves] section because otherwise it will turn off [ZedSpawner.SpawnListRegular] every time there is a boss wave
GenZmeY  [author] 8 Apr, 2023 @ 11:07am 
Thirdly, carefully look at the logs. The mutator writes everything it does. Perhaps the spawn is not working for some other reason. There can be many reasons (maybe you don't have the right mutator with custom zeds in your subscriptions, or there isn't a suitable place to spawn on the map, or something else). The most useful places in the log are at the very beginning when the mutator loads the config and what happens at the time of spawn
GameOveR 8 Apr, 2023 @ 10:14am 
can you write the first Command as an example? what boss spawn should look like, Beouce like this, it's not working =
Spawn=(Wave=10,ZedClass="Zeds.Patriot",RelativeStart=5,Delay=3,Probability=100,SpawnCountBase=1,SingleSpawnLimit=1)
GenZmeY  [author] 7 Apr, 2023 @ 12:15am 
maybe because you don't have a comma between Wave=30 and ZedClass 🤔
GameOveR 6 Apr, 2023 @ 6:43pm 
Buddy maybe u can explain, how to Spawn Boss, what command should i use? becouse for me it's just not working for example
Spawn=(Wave=30ZedClass="HardModeBoss.MegaFleshpoundKing",RelativeStart=10,Delay=160,Probability=100,SpawnCountBase=1,SingleSpawnLimit=1)
Darius 7 Dec, 2022 @ 11:06am 
круто, вот это информативно получилось. спасибо)