Killing Floor 2

Killing Floor 2

Zed Spawner
Showing 1-10 of 13 entries
< 1  2 >
Update: 8 Mar @ 12:56pm

v1.4.1
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.4.1

Changes:
- improved compatibility with StartWave and CD chokepoints;
- added a short alias for the mutator: ZedSpawner.Mut (ZedSpawner.ZedSpawnerMut is still available for use).

Update: 15 Oct, 2022 @ 7:32pm

v1.4.0
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.4.0

Changes:
- add preload content options to config.

Update: 13 Oct, 2022 @ 1:14pm

Rebuild

Update: 12 Sep, 2022 @ 7:07pm

v1.3.2
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.3.2

Changes:
- fix destroy player repinfo.
- update build tools.

Update: 29 Aug, 2022 @ 10:41pm

v1.3.1
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.3.1

Changes:
- update code arch a little.

Update: 13 Jul, 2022 @ 8:22am

v1.3.0
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.3.0

Changes:
- feature: "bSmoothSpawn" (one zed spawn per second);
- refactoring.

Update: 13 Jun, 2022 @ 7:10am

v1.2.0
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.2.0

Changes:
- now the type of unit affects the choice of spawn location;
- bSpawnAtPlayerStart removed from spawn list;
- SpawnAtPlayerStart can be set separately for specified maps or zed classes;
- optimized spawn list loading;
- added handling of the situation when the player leaves the game before preloadcontent synchronization ends;
- fixed calculation of the number of zeds in some cases.

Update: 6 Jun, 2022 @ 12:55am

v1.1.0
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.1.0

Changes:
- add spawner tickrate setting.

Update: 4 Jun, 2022 @ 6:11pm

v1.0.4
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.0.4

Changes:
- fixed possible division by zero when rounding pawn total and limit variables.

Update: 31 May, 2022 @ 9:42pm

v1.0.3
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.0.3

Changes:
- fixed spawn when all spawn volumes are busy;
- refactoring (removed obsolete code, improved readability);
- improved logging.