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It can be used with any zeds, just make sure you have them in your subscriptions
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
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
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
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
show me at least these mysterious lines from the log. I find it hard to believe all this
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
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
[ZedSpawner.Spawn]
SpawnTotalPlayerMultiplier=0.0
SingleSpawnLimitPlayerMultiplier=0.0
Look at the formulas on the calculator page and you will understand how it works
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.
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
Spawn=(Wave=10,ZedClass="Zeds.Patriot",RelativeStart=5,Delay=3,Probability=100,SpawnCountBase=1,SingleSpawnLimit=1)
Spawn=(Wave=30ZedClass="HardModeBoss.MegaFleshpoundKing",RelativeStart=10,Delay=160,Probability=100,SpawnCountBase=1,SingleSpawnLimit=1)