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...
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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) - bUseEndGameBoss —
trueenables the Patriarch at the end of the game,falsedisables it - LobbyTimeout — delay (seconds) in the menu before the map starts
- bEnemyHealthBars —
trueshows mob health bars for all players (only used whenKFGameLength=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
InitialWaveandFinalWave - 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