Killing Floor 2

Killing Floor 2

[Mutator] No Teleport
60 Comments
elcaminoasies313 Jul 5, 2021 @ 12:07pm 
si
Mutant  [author] Mar 20, 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 Jan 28, 2020 @ 12:38pm 
what are the following lines for?
Cost = 500
bAdvancedPathFinding = True
bDebugMode = False
Motherf♥♥♥er Big Scorpio Jun 7, 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] Jun 5, 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 May 31, 2019 @ 8:24am 
Sh-t happens bro :gordon:
Mutant  [author] May 31, 2019 @ 4:53am 
Exactly. :UT2004flak:
Motherf♥♥♥er Big Scorpio May 28, 2019 @ 10:07am 
Let me guess: Work and studies? I'm in there myself >_<
Mutant  [author] May 28, 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 Aug 25, 2018 @ 4:43am 
The robots don't move. They just stand there braindead. Will there be an update please?
Motherf♥♥♥er Big Scorpio Aug 18, 2018 @ 12:13pm 
Is this mutator still up to date as of now? Is it working still?
Rigatoni Pepperoni Apr 24, 2018 @ 5:00am 
This mod is a godsend, thank you.
Mutant  [author] Oct 10, 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] Oct 9, 2017 @ 5:26am 
I have updated the mutator to a new version, which includes all new monster classes.
Have fun. :UT2004flak:
Mutant  [author] Sep 24, 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:
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕_ Sep 15, 2017 @ 7:34pm 
Seems to crash my test server, not updated for the latest new zeds?
Mutant  [author] Apr 5, 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 Apr 5, 2017 @ 9:04am 
Is it whitelist?
󠀡 Dec 28, 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 Jul 17, 2016 @ 8:11pm 
This is so much better. Not dying because of crawlers spawining in front of doors and blocking me.
ScreamsNWhimpers Jul 11, 2016 @ 10:53pm 
useless now, devs removed teleportation
Wizbomb Jul 10, 2016 @ 7:15pm 
@A Wizard It is in the game....
Wizard Jul 10, 2016 @ 2:31pm 
This shouldn't be a mutator.

This should ALREADY be in the game.
[VRC]snipernext Jul 9, 2016 @ 12:09pm 
Thx :approve:
時間への造反 Jul 8, 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 Jul 8, 2016 @ 4:26pm 
Yea.. I like kf1. Were I don't get punched by a siren out nowhere.
Mutant  [author] Jul 8, 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 Jul 8, 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 Jul 8, 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.
Hitzkopf Jul 7, 2016 @ 8:42pm 
Wait the teleporting is actually gone now @Nutty Name? Can anyone confirm?
Sithious Jul 7, 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 Jul 7, 2016 @ 1:47pm 
I'm sorry to say this mod is now useless but was good while it was still not implented!
Mutant  [author] Jul 7, 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_ Jul 7, 2016 @ 8:31am 
@Mutant Thanks for that! :)
Motherf♥♥♥er Big Scorpio Jul 7, 2016 @ 6:56am 
Du bist aber streng mit deinen berechtigungen :(

Aber trotzdem good job :)
Spidey Jul 7, 2016 @ 1:48am 
I hope this becomes very popular and sends a message so tripwire does hurry up and do it themselves : )
Celebrimbor Jul 6, 2016 @ 6:36pm 
tripwire pls implement into game <3
Jome Harrd Jul 6, 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] Jul 6, 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 Jul 6, 2016 @ 5:21am 
BTW where is the config file?????
Johnson Jul 6, 2016 @ 3:24am 
But this mod heavy effect the game balance
I don't think TWI will allow it
Spidey Jul 6, 2016 @ 1:07am 
So next step would be to introduce it with xp enabled / stats enabled.

Going to try this out. Thanks!
Johnson Jul 5, 2016 @ 8:49pm 
No
𝔄𝚎𝚜𝚝𝚞𝚜 Jul 5, 2016 @ 5:48pm 
Do you still receive XP?
Azby_ Jul 5, 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] Jul 5, 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 Jul 5, 2016 @ 1:09pm 
oR if i host a server
Charmander787 Jul 5, 2016 @ 1:09pm 
Wait i can use this on public servers with peple in them?
EmotionallyBroken Jul 5, 2016 @ 12:31pm 
thanks, teleporters are annoying
Johnson Jul 5, 2016 @ 5:42am 
I just like manually install :steammocking: