Killing Floor 2

Killing Floor 2

[Mutator] No Teleport
60 Comments
elcaminoasies313 5 Jul, 2021 @ 12:07pm 
si
Mutant  [author] 20 Mar, 2020 @ 3:52pm 
Sorry for the late answer, I am not as much around anymore.
- Cost: Penalty value for monsters taking the same route. Think of the navigation system as a network of connected nodes (waypoints). If a monster plans a route then on those nodes the cost is applied on every taken node. This makes the affected nodes less preferred by other monsters.
- bAdvancedPathFinding: Enables the cost based "advanced" routing.
- bDebugMode: Enables a more verbose output for debugging. This is not recommended for normal gameplay.
Yakonche 28 Jan, 2020 @ 12:38pm 
what are the following lines for?
Cost = 500
bAdvancedPathFinding = True
bDebugMode = False
Motherf♥♥♥er Big Scorpio 7 Jun, 2019 @ 8:25am 
Testing it is in my plans. However don't expect to hear from me very soon. :UT2004flak:
Life keeps us all busy.
Mutant  [author] 5 Jun, 2019 @ 12:02pm 
I have pushed an update. :steamhappy:
I would be cool if you tested it for bugs as I don't find the time right now. :UT2004flak:
Motherf♥♥♥er Big Scorpio 31 May, 2019 @ 8:24am 
Sh-t happens bro :gordon:
Mutant  [author] 31 May, 2019 @ 4:53am 
Exactly. :UT2004flak:
Motherf♥♥♥er Big Scorpio 28 May, 2019 @ 10:07am 
Let me guess: Work and studies? I'm in there myself >_<
Mutant  [author] 28 May, 2019 @ 9:51am 
I can't promise it because I do not have as much time for modding as I used to have.
Motherf♥♥♥er Big Scorpio 25 Aug, 2018 @ 4:43am 
The robots don't move. They just stand there braindead. Will there be an update please?
Motherf♥♥♥er Big Scorpio 18 Aug, 2018 @ 12:13pm 
Is this mutator still up to date as of now? Is it working still?
Rigatoni Pepperoni 24 Apr, 2018 @ 5:00am 
This mod is a godsend, thank you.
Mutant  [author] 10 Oct, 2017 @ 3:44am 
And I have pushed another small update (that went fast :happymeat:).
The no teleportation feature now also spans over any kind of custom zed.
The advanced navigation applies to custom monsters as well that use the default AI.
Mutant  [author] 9 Oct, 2017 @ 5:26am 
I have updated the mutator to a new version, which includes all new monster classes.
Have fun. :UT2004flak:
Mutant  [author] 24 Sep, 2017 @ 11:43am 
Hmm... I have not been online to KF2 for a very long time, so I am sorry for not noticing the mutator being broken.
I will update it in the next time, thank's for letting me know about it. :UT2004flak:
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕X 15 Sep, 2017 @ 7:34pm 
Seems to crash my test server, not updated for the latest new zeds?
Mutant  [author] 5 Apr, 2017 @ 10:57am 
Nope, it's not. I have never submit it in order to become whitelisted.
I might do that at some point, but currently I am not active in KF2.
[HKG]hkwh01 5 Apr, 2017 @ 9:04am 
Is it whitelist?
󠀡 28 Dec, 2016 @ 2:40pm 
The Bear Jew, they did not remove teleport. They only adjusted it so fleshpounds and scrakes raging won't teleport.
El machete 17 Jul, 2016 @ 8:11pm 
This is so much better. Not dying because of crawlers spawining in front of doors and blocking me.
ScreamsNWhimpers 11 Jul, 2016 @ 10:53pm 
useless now, devs removed teleportation
Wizbomb 10 Jul, 2016 @ 7:15pm 
@A Wizard It is in the game....
Wizard 10 Jul, 2016 @ 2:31pm 
This shouldn't be a mutator.

This should ALREADY be in the game.
[VRC]snipernext 9 Jul, 2016 @ 12:09pm 
Thx :approve:
時間への造反 8 Jul, 2016 @ 7:43pm 
They only teleport when literally stuck now. A scrake didn't poof from in front of me from KF2 update recently.
Rapture 8 Jul, 2016 @ 4:26pm 
Yea.. I like kf1. Were I don't get punched by a siren out nowhere.
Mutant  [author] 8 Jul, 2016 @ 8:45am 
Thanks guys.

Afaik, teleports have been tuned down greatly (I will check that next week), but not removed. But I hope that TWI can replace teleports with a more appropriate system at some point.
As long as that's not the case, this mutator isn't useless. :UT2004flak:
B3la Lu9o$i 8 Jul, 2016 @ 4:51am 
Precisely what KF2 needs more than anything else for the sake of gameplay. A return to the mobile game. No more getting sucker-punched by sirens and crawlers point blank just as you've managed to put some distance between you and the horde. I really hope the devs pick this up and run with it. Excellent contribution Mutant!
Hazardous Killer 8 Jul, 2016 @ 2:17am 
No the teleporting is still there but it was improved a lot. Sirens are now included as a large zed and will no longer teleport to players trying to run away and/or kite.
Taugenichts 7 Jul, 2016 @ 8:42pm 
Wait the teleporting is actually gone now @Nutty Name? Can anyone confirm?
Sithious 7 Jul, 2016 @ 4:31pm 
The popularity of this mod likely helped boot the devs in the butt to get rid of the stupid BS zed teleports. It's updated out now and I think we can all breath alittle easier knowing we can actually run for our lives and not get 3 sirens spawn right in front of a doorway and cheap us~
Nekojima 7 Jul, 2016 @ 1:47pm 
I'm sorry to say this mod is now useless but was good while it was still not implented!
Mutant  [author] 7 Jul, 2016 @ 9:04am 
@Sex,
the permissions seem harsh, but asking never hurts. Generally I won't decline the usage so it is rather a measure for me, so I can keep track of the other projects extending mine.
Azby_ 7 Jul, 2016 @ 8:31am 
@Mutant Thanks for that! :)
Motherf♥♥♥er Big Scorpio 7 Jul, 2016 @ 6:56am 
Du bist aber streng mit deinen berechtigungen :(

Aber trotzdem good job :)
Spidey 7 Jul, 2016 @ 1:48am 
I hope this becomes very popular and sends a message so tripwire does hurry up and do it themselves : )
Celebrimbor 6 Jul, 2016 @ 6:36pm 
tripwire pls implement into game <3
Jome Harrd 6 Jul, 2016 @ 4:28pm 
Well, look at what we have here: the community attempting to fix a problem Tripwire dosen't seam to think is an issue. Perhaps the popularity of this mod will be more effective than our pleads for help. Anyways, great work. Keep it up! :happy_creep:
Mutant  [author] 6 Jul, 2016 @ 11:10am 
@Kirby:
Open your KFGame.ini (inside <SystemDrive>:\Users\YourUser\Documents\my games\KillingFloor2\KFGame\Config) and search for the term GameDifficult. Set it to 3.000000 for Hell on Earth. In the same file you can set GameLength to 2 for a long game.
Start KF2, open the console and type:
open KF-BurningParis?Mutator=KF2NoTeleport_005.KF2NoTeleportMut

@Farlen McDouche:
The mutator is not whitelisted so it deranks any game and blocks XP progression.

@Johnson:
KFNoTeleport.ini resides within your <SystemDrive>:\Users\YourUser\Documents\my games\KillingFloor2\KFGame\Config folder.
Johnson 6 Jul, 2016 @ 5:21am 
BTW where is the config file?????
Johnson 6 Jul, 2016 @ 3:24am 
But this mod heavy effect the game balance
I don't think TWI will allow it
Spidey 6 Jul, 2016 @ 1:07am 
So next step would be to introduce it with xp enabled / stats enabled.

Going to try this out. Thanks!
Johnson 5 Jul, 2016 @ 8:49pm 
No
𝔄𝚎𝚜𝚝𝚞𝚜 5 Jul, 2016 @ 5:48pm 
Do you still receive XP?
Azby_ 5 Jul, 2016 @ 4:34pm 
I'm new to using mutators in KF2 and I just wanted to know how would I get a hell on earth game on burning paris going? I honestly have no idea.
Mutant  [author] 5 Jul, 2016 @ 1:25pm 
You can only use it solo, on self-hosted servers and on public servers that have the mutator loaded. That means if you have it installed locally, it does not affect servers that don't have it installed.
Charmander787 5 Jul, 2016 @ 1:09pm 
oR if i host a server
Charmander787 5 Jul, 2016 @ 1:09pm 
Wait i can use this on public servers with peple in them?
EmotionallyBroken 5 Jul, 2016 @ 12:31pm 
thanks, teleporters are annoying
Johnson 5 Jul, 2016 @ 5:42am 
I just like manually install :steammocking: