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show me at least these mysterious lines from the log. I find it hard to believe all this
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
you can try to use this spawner for dynamic changing spawn and some other simple spawner for spawn regardless of the number of players
The spawners that are in the workshop do not replace the game classes, so they should not conflict
[ZedSpawner.Spawn]
SpawnTotalPlayerMultiplier=0.0
SingleSpawnLimitPlayerMultiplier=0.0
Look at the formulas on the calculator page and you will understand how it works
independent of how many players are on the server? and what command should I use to multiply the number of zeds according to the amount of players on the server??
for exemple, I have this:
Spawn=(Wave=2,ZedClass="KFGameContent.KFPawn_ZedFleshpound",RelativeStart=30,Delay=0,Probability=100,SpawnCountBase=1,SingleSpawnLimit=1)
If I'm alone on the server it only spawns 1 FP, after 30% of zeds killed. but if there are 6 players on the server, it will spawn 3 FPs.
https://github.com/GenZmeY/KF2-MSK-GS-Resources/blob/master/common/KFZedSpawner.ini
I am not using CyclicSpawn here, but otherwise this should be a good example
In case someone wants to test this config, these zeds are used:
https://steamproxy.net/sharedfiles/filedetails/?id=2811849367
Spawn=(Wave=10,ZedClass="Zeds.Patriot",RelativeStart=5,Delay=3,Probability=100,SpawnCountBase=1,SingleSpawnLimit=1)
Spawn=(Wave=30ZedClass="HardModeBoss.MegaFleshpoundKing",RelativeStart=10,Delay=160,Probability=100,SpawnCountBase=1,SingleSpawnLimit=1)
Можешь более подробно описать Spawn=(Wave= ?
если bCyclicalSpawn=True и у меня в [ZedSpawner.SpawnListSpecialWaves] указано до Wave=7, 8 волна начнет использовать спавн Wave=1, верно понимаю?
For now, I can only suggest using the [ZedSpawner.SpawnAtPlayerStart] section. There is usually enough space at the start of the players
https://pastein.ru/t/8zH
And being accurate at that, or guarantee them to spawn.
Been using HL2Monsters for so long, it works... but it's a hit or miss certain waves. e.e
I have a suggestion though, Is it possible to add a feature for HL2 Aerial Enemies/Strider, to spawn in Big Areas? (Open Field)
if Spawner can recognize big open spaces, It can solve many map issues with Large zeds getting stuck!
Some maps are too tight quarters so I have to remove them from my config ;;
I know certain maps are impossible even if spawner recognizes open spaces cause how Map authors placed spawn zones.
So here was my other idea:
Being able to choose and ban whichever map HL2 Aerial/Striders can spawn in, of course we have to set up another config manually for those certain maps, but I think it's worth it!
Spawn=(Wave=3,ZedClass="KFGameContent.KFPawn_ZedFleshpoundKing",RelativeStart=0,Delay=30,Probability=100,SpawnCountBase=1,SingleSpawnLimit=1)
(this will spawn Fleshpound King on wave 3 after 30 seconds from the start of the wave)
Spawn=(Wave=7,ZedClass="KFGameContent.KFPawn_ZedPatriarch",RelativeStart=75,Delay=30,Probability=100,SpawnCountBase=1,SingleSpawnLimit=1)
(this will spawn Patriarch on wave 7 when 75% of the zeds are killed (you can't set the exact number of zeds left, so choose the percentage that best suits what you need)
P.S.: I'm not sure what will happen when you kill the boss on a regular wave (probably all zeds will die). If so, you can try spawning bosses from ZedternalReborn, there are standard bosses that are "regular zeds" for the game (eg WMPawn_ZedFleshpoundKing, WMPawn_ZedPatriarch, etc)
P.S.S.: also note that ZedSpawner cannot replace the boss on the boss wave. it can only spawn new ones
I can really use this extra handy spawn manager with all it's super cool options like no other because, i'm LustyMagnum AKA SheepKF and i have pretty much the biggest collection custom zeds from for example, Sheep server, MadHouse server, HL2 monsters, HardModeBoss zeds and lots of other custom zeds from some korian mod server. I was already using HardModeBoss spawn engine but yours is much better i see now. So thank you again for this magnificent important work. Now i'm going to rite a mega spawn script and enjoy the "Mega Custom Endless RPG Server" even more...