Killing Floor 2

Killing Floor 2

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How to add Auto Sprint
By wRongo
- Disable "Toggle to Sprint"
- Bind Ironsights Hold
- Edit Ironsights Hold
-setbind gba_ironsightsHold "Spectatenextplayer | togglesprint | ironsights 1 | togglesprint | onrelease ironsightsrelease 1"
- Edit CrouchHold and CrouchToggle.
- setbind GBA_CrouchHold "Gamepadsprintrelease | button bDuck | onrelease ToggleSprint | Axis aUp Speed=-1.0 AbsoluteAxis=100"
- setbind GBA_CrouchToggle "ToggleSprint | ToggleCrouch"
- Add at least one option to Jog
- Jump to change Posture Bind
setbind GBA_Jump "Jump | button bduck | Axis aUp Speed=+1.0 AbsoluteAxis=100"
- Toggle Sprint and Crouch, Hold to Jog
setbind GBA_Sprint "ToggleSprint | Onrelease ToggleCrouch"
- Jog to workaround edge cases and Bugs
- Ironsight extra function, Seeker Six lock-on, Glock and Shield Block, etc.
- Heal Dart Lock On (probably intended)
- Syringe Heal (bug)
- BlockHold (bug)
   
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Video Guide
Intro
You will learn why sprint feels bad in killing floor 2
how we can improve it

See, the only thing that should alter the Sprint State, is the Sprint Key.
Should anything else alter the Sprint State, Sprint will feel inconsistent and unresponsive.
Unfortunately movement and Ironsight can deactivate Sprint.
Permanent Sprint
If you stop moving, Sprint deactivates
Luckily we can disable this anti-feature.
In the gameplay tab, untick the "Toggle to Sprint" option.
If you want to have functional Toggle Sprint Edit the Sprint Bind.
setbind GBA_Sprint "ToggleSprint"

If Ironsights interrupts the Sprint animation, ironsights will deactiveate sprint.
(gameplay)

before we fix, we need IronsightsHold.
Killing Floor 2 is designed for IronsightsHold
All Ironsight bonus's are instant, but the movement penalty is continous.
by design you need to quickly go in and out of Ironsights rapidly to get the benefits and avoid the penalties. (insert shotgun clip)
Also Melee weapons are more functional with IronsightsHold. (gameplay)

TWI should add parity between IronsightsToggle and IronsightsHold's Sprint and melee functionality.
But that's not within the scope of this Guide


Anyway, Lets Edit the bind.
setbind gba_ironsightsHold "Spectatenextplayer | togglesprint | ironsights 1 | togglesprint | onrelease ironsightsrelease 1"

Its a smart bind that detects Crouch, Stand, and SprintAnimation and toggles Sprint depending on context

The bind will also automatically trigger an Advanced technique called AutoADS
IronsightsHold then sprint will Sprint and Buffer Ironsights at the same time.
its' very cool, and efficient

"toggle to sprint" disabled plus Smart Ironsights achieves Permanent Sprint.
AutoSprint
Crouch can't interrupt the Sprint Animation
So Permanent Sprint mean we can't crouch anymore.

Edit CrouchHold to deactivate Sprint on press, and activate Sprint onrelease
setbind GBA_CrouchHold "Gamepadsprintrelease | button bDuck | onrelease ToggleSprint | Axis aUp Speed=-1.0 AbsoluteAxis=100"

We also need to edit ToggleCrouch to toggle between Crouch and Sprint
setbind GBA_CrouchToggle "ToggleSprint | ToggleCrouch"

When Crouch functions with Permanent Sprint, we achieve AutoSprint
And AutoSprint means We no longer need a Sprint Bind anymore.
I highly recommended unbinding your sprint Bind so you dont accidentally interfere with the AutoSprint.
Jog to Workaround edgecases and Bugs
Some mechanics need Sprint off temporarily
Some bugs need Sprint off to workaround them
We will need at least one way to Jog

the First option is to edit Jump to Change Posture when crouching.
setbind GBA_Jump "Jump | button bduck | Axis aUp Speed=+1.0 AbsoluteAxis=100"
This should be pretty familiar if you ever played Call of Duty
First crouch, then Jump to Jog.

Another option is Replace your Sprint Bind with ToggleSprint HoldJog and ToggleCrouch.
setbind GBA_Sprint "ToggleSprint | Onrelease ToggleCrouch"
This Allows you to Jog by holding your Sprint Bind.

The AutoADS technique doesn't work well with Ironsights with Extra functions
like the Seekersix Lock-On or Glock and Shield Block. (gameplay)
Jog to use Ironsight Extra functions

Healing darts can't lock on during the Sprint Animation.
Jog to Lock-On.
If you're feeling min-maxxy, Carry your sprint speed into a Jump then lock-on mid-air.
Airtime does not interrupt the Sprint Animation
So to perform this tech, You'll need to Jump then Jog mid-air

the Healing Syringe is bugged and can't Heal others during the Sprint Animation.
Jog to Heal others.

Blocking is also Bugged.
When you block, there's a blockStart animation and then BlockHold (gameplay)
Blocking is supposed to be easy and there is very generous half a second parry window.
Unfortunately Sprint cancels BlockHold
And the majority of the parry window is BlockHold.
Basically you can't block or parry while Sprint is ON.

Jog before Blocking.
2 Comments
Gnoll Apr 22 @ 5:14pm 
Additionally, a more convenient solution exists to the bugged healing and blocking situation:

setBind "<insert your preferred button>" "GBA_SwitchFireMode | SpectateNextPlayer | GamepadSprintRelease | GamepadCrouchRelease | onrelease GamepadSprint"


The only issue with this is that you will stand up every time you try to use the alt-fire/block button while crouching, but that is preferable to having to worry about "jogging" workarounds, imo.
Gnoll Apr 22 @ 5:10pm 
In case anyone is curious, you can use AHK to make this work with toggle ADS:

toggle=0
return

+rbutton::
^rbutton::
rbutton::
toggle:=!toggle
if toggle=1
click ,right ,down
else
click, right, up
return