Killing Floor sandbox (custom game) settings

Killing Floor sandbox (custom game) settings

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Killing Floor sandbox (custom game) settings Killing Floor sandbox (custom game) settings These settings are in KillingFloor.ini , in the [KFmod.KFGameType] section. Core parameters - KFGameLength — number of waves: 0 — 4 waves; 1 — 7; 2 — 10; 3 — custom wave co...

Geekrainian #1

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    Killing Floor sandbox (custom game) settings

    These settings are in KillingFloor.ini, in the [KFmod.KFGameType] section.

    # Core parameters

    • KFGameLength — number of waves: 0 — 4 waves; 1 — 7; 2 — 10; 3 — custom wave count
    • StartingCash — starting cash when joining the map (only used when KFGameLength=3)
    • MinRespawnCash — minimum cash when respawning after death (only used when KFGameLength=3)
    • bUseEndGameBosstrue enables the Patriarch at the end of the game, false disables it
    • LobbyTimeout — delay (seconds) in the menu before the map starts
    • bEnemyHealthBarstrue shows mob health bars for all players (only used when KFGameLength=3)
    • MaxZombiesOnce — maximum number of mobs on the map at once (only used when KFGameLength=3)
    • InitialWave — wave configuration index where the game starts (only used when KFGameLength=3)
    • FinalWave — wave configuration index where the game ends (only used when KFGameLength=3)
    • FriendlyFireScale — damage dealt between players. Express percentages as numbers, e.g. 100% = 1.0, 10% = 0.1

    # Extra keys when KFGameLength=3

    The following lines only matter when KFGameLength=3:

    # MonsterClasses

    MonsterClasses=(MClassName="KFChar.ZombieClot",Mid="A") — each line describes one monster type that can appear in the game:

    • MClassName — the mob’s “name”. See the relevant section (“Mutants”) for details
    • Mid — letter index (case-insensitive), shorthand for that mob in the rest of the config (see below)

    # MonsterSquad

    MonsterSquad=4A1G — mobs spawn in squads. Each line defines one squad’s composition. For example, 4A1G means four mobs with index “A” and one with index “G”.

    # Waves

    Waves[0]=(WaveMask=196611,WaveMaxMonsters=20,WaveDuration=255,
    WaveDifficulty=0.000000) — each line defines one wave’s settings.

    • [0] — wave number. Referenced by InitialWave and FinalWave
    • WaveMaxMonsters — number of mobs per player in that wave
    • WaveMask — numeric code for which mob squads can spawn on this wave. It is computed as follows. Suppose we have three squads:
    text
    MonsterSquad=4A
    MonsterSquad=4A1G
    MonsterSquad=2B

    and we want only squads from lines 2 and 3 (MonsterSquad=4A1G and MonsterSquad=2B). For each squad, write 1 if it should appear on this wave and 0 if not:

    text
    0 MonsterSquad=4A
    1 MonsterSquad=4A1G
    1 MonsterSquad=2B

    Then read the 0/1 sequence from bottom to top, left to right:

    text
    110

    Treat that as a binary number and convert it to decimal to get the WaveMask for this wave.

    You can use the Windows calculator:

    • Open it and switch to Scientific mode
    • Set the base to binary (Bin) and enter 110
    • Switch to decimal (Dec) to get 6 — that is the value to put in WaveMask
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