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- 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
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@ -56,7 +56,6 @@ Use the [b][ZedSpawner.SpawnListBossWaves][/b] and [b][ZedSpawner.SpawnListSpeci
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[*][b]Probability[/b] - the chance (%) of each spawn (1-100).
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[*][b]SpawnCountBase[/b] - The base number of zeds to spawn, aka the number of zeds that will be spawned on the first cycle with one player. Can be adjusted by modifiers, number of players and cycle number.
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[*][b]SingleSpawnLimit[/b] - maximum number of zeds for one spawn. Can be adjusted by modifiers, number of players and cycle number.
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[*][b]bSpawnAtPlayerStart[/b] - exactly what is written.
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[/list]
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[h1]Spawn logic[/h1]
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@ -65,7 +64,5 @@ I really tried to describe in text how it works, but every time I got some kind
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[h1]📌[url=https://redirect.genzmey.su/kf2-zedspawner-calc]Spawn calculator[/url][/h1]
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[i]Just please try not to interfere with each other if you see that someone is already using a calculator.[/i]
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By the way, ZedSpawner logs everything it does, so reading the logs can also help you figure out how it works.
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[h1]Sources[/h1]
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[url=https://github.com/GenZmeY/KF2-ZedSpawner]https://github.com/GenZmeY/KF2-ZedSpawner[/url] (GNU GPLv3)
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