Killing Floor 2

Killing Floor 2

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Zed Spawner
   
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Maps and Mods: Mutators
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93.600 KB
22.5.2022 klo 6.53
8.3. klo 12.56
13 muutosilmoitusta ( näytä )

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Zed Spawner

Kuvaus


Description
Spawner for zeds. Started as a modification of this version, but now there is almost nothing left of the previous mutator, lol xD

Features
- spawn without increasing zed counter;
- spawn depends on the number of players;
- cyclic spawn (useful for endless mode);
- separate spawn for special waves and boss waves;
- spawn after a certain percentage of killed zeds.

Whitelisted?
No. This mod is not whitelisted and will de-rank your server. Any XP gained will not be saved.

Usage (single player)
  1. Subscribe to this mutator;
  2. Start KF2;
  3. Open console (~) and input:
    open KF-BioticsLab?Mutator=ZedSpawner.Mut
    (replace the map and add the parameters you need)
  4. <Enter>.

Usage (server)
Note: If you don't understand what is written here, read the article Dedicated Server (KF2 wiki)[wiki.killingfloor2.com] before following these instructions.
  1. Open your PCServer-KFEngine.ini / LinuxServer-KFEngine.ini;
  2. Find the [IpDrv.TcpNetDriver] section and make sure that there is a line (add if not):
    DownloadManagers=OnlineSubsystemSteamworks.SteamWorkshopDownload
    ❗️ If there are several DownloadManagers= then the line above should be the first ❗️
  3. Add the following string to the [OnlineSubsystemSteamworks.KFWorkshopSteamworks] section (create one if it doesn't exist):
    ServerSubscribedWorkshopItems=2811290931
  4. Start the server and wait while the mutator is downloading;
  5. Add mutator to server start parameters: ?Mutator=ZedSpawner.Mut and restart the server.

Important setup information
The config should be created on first start, but now the game contains a bug that initializes the config values ​​randomly if they are not explicitly set. Thus, the config may have incorrect values ​​or not be created at all.
So if you are using this mutator for the first time, I highly recommend doing the following:
  1. Create (modify) KFZedSpawner.ini manually. Put the following content there:
    [ZedSpawner.ZedSpawner]
    Version=0

  2. Start the game/server with ZedSpawner to generate the contents of the config.
  3. Close the game/server.
Right now this is the only way to correctly create the default config.
Unfortunately I can't do anything about it because it's a game problem (not mutator). I hope TWI fixes this someday.

Setup (KFZedSpawner.ini)
bPreloadContentServer - enable/disable server-side preload content;
bPreloadContentClient - enable/disable client-side preload content;

Cyclic spawn
If you don't want to write an endless spawn list for the endless mode (lol) use a cyclic spawn. Set parameter bCyclicalSpawn=True
After the last wave in the spawn list ends, spawn will start again from the beginning of the list.
Using the SpawnTotalCycleMultiplier and SingleSpawnLimitCycleMultiplier modifiers will allow you to adjust the difficulty of the following cycles.

Shadow spawn
With bShadowSpawn=True, the zeds from the list will replace the original zeds that haven't spawned yet, so the counter of the remaining zeds won't grow. Spawning will stop when there are no unspawned zeds left.
With bShadowSpawn=False zeds from the spawn list will not replace the original ones. The counter of remaining zeds will increase when spawning. Spawn will continue until the end of the wave.

Smooth spawn
With bSmoothSpawn=True a group of zeds will spawn gradually (1 zed per second);

AliveSpawnLimit
If you have a server crash with a large number of zeds, set AliveSpawnLimit. If the number of live zeds reaches the specified limit, spawning will be stopped until there are fewer zeds. At zero there is no limit.

Spawn lists
Use the [ZedSpawner.SpawnListRegular] section to set spawn on any wave.
Use the [ZedSpawner.SpawnListBossWaves] and [ZedSpawner.SpawnListSpecialWaves] sections to set a separate spawn for the boss wave and special waves if needed. Use bStopRegularSpawn=True if you want to stop spawning from the regular list during boss waves or special waves.

Spawn entry parameters
  • Wave / BossClass - what wave is the spawn for. Wave number for the regular list, wave type for the special list; boss class for the boss list.
  • ZedClass - the class of the zed you want to spawn (for example: ZedternalReborn.WMPawn_ZedScrake_Omega).
  • RelativeStart - allows you to start spawning a zed not on a timer, but after killing the specified percentage of zeds. If set to zero, spawn will start after Delay seconds from the start of the wave. Note that RelativeStart does not work on bosses.
  • Delay - time in seconds between spawns.
  • Probability - the chance (%) of each spawn (1-100).
  • SpawnCountBase - The base number of zeds to spawn, aka the number of zeds that will be spawned on the first cycle with one player. Can be adjusted by modifiers, number of players and cycle number.
  • SingleSpawnLimit - maximum number of zeds for one spawn. Can be adjusted by modifiers, number of players and cycle number.

Spawn logic
I really tried to describe in text how it works, but every time I got some kind of crap. Therefore, I decided to explain it a little differently and made a small calculator for this. It is interactive, you can change the parameters and see what happens. It has all the necessary explanations, so I think you will quickly figure out how the spawner works.

Link (remove spaces):
htt ps://docs .google .com/spreadsheets/d/1q67WJ36jhj6Y0lPNO5tS2bU79Wphu4Xmi62me6DAwtM/edit?usp=drive_link
Just please try not to interfere with each other if you see that someone is already using a calculator.

Notes
📌 Mutator does not contain custom zeds. You must have the required zeds in your subscriptions to be able to spawn them.
📌 If you are using this mutator to add zeds, you should not use mutators from zed packs (just having them in subscriptions is enough).
📌 If the spawner's behavior differs from what you expect, check the server logs first. ZedSpawner writes in the logs everything it does (and describes why), most likely you will find an explanation of what is happening there. If not, feel free to report bugs :)

Sources
https://github.com/GenZmeY/KF2-ZedSpawner (GNU GPLv3)
45 kommenttia
cOOKie_MoN$TeR 30.5. klo 0.52 
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  [tekijä] 30.5. klo 0.28 
I have some ideas about this, but I need more information. sent you a friend invitation
GenZmeY  [tekijä] 29.5. klo 23.49 
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 29.5. klo 17.00 
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 28.5. klo 12.41 
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  [tekijä] 28.5. klo 6.48 
@∀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 28.5. klo 6.33 
Ok thanks for the info:steamthumbsup:
GenZmeY  [tekijä] 28.5. klo 6.15 
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 28.5. klo 5.28 
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 24.5. klo 13.18 
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.