5 Commits

3 changed files with 95 additions and 31 deletions

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@ -1 +1,52 @@
# KF2-ZedSpawner # ZedSpawner
[![Steam Workshop](https://img.shields.io/static/v1?message=workshop&logo=steam&labelColor=gray&color=blue&logoColor=white&label=steam%20)](https://steamcommunity.com/sharedfiles/filedetails/?id=2811290931)
[![Steam Subscriptions](https://img.shields.io/steam/subscriptions/2811290931)](https://steamcommunity.com/sharedfiles/filedetails/?id=2811290931)
[![Steam Favorites](https://img.shields.io/steam/favorites/2811290931)](https://steamcommunity.com/sharedfiles/filedetails/?id=2811290931)
[![Steam Update Date](https://img.shields.io/steam/update-date/2811290931)](https://steamcommunity.com/sharedfiles/filedetails/?id=2811290931)
[![GitHub tag (latest by date)](https://img.shields.io/github/v/tag/GenZmeY/KF2-ZedSpawner)](https://github.com/GenZmeY/KF2-ZedSpawner/tags)
[![GitHub](https://img.shields.io/github/license/GenZmeY/KF2-ZedSpawner)](LICENSE)
# Description
Spawner for zeds. Started as a modification of the [PissJar](https://steamcommunity.com/sharedfiles/filedetails/?id=1082749153) and [Windows 10](https://steamcommunity.com/sharedfiles/filedetails/?id=2488241348) version, but grew into something completely different...
# Features
- spawn without increasing zed counter;
- spawn depends on the number of players;
- cyclic spawn (useful for endless mode);
- separate spawn for special waves and boss waves;
- spawn after a certain percentage of killed zeds.
# Usage
**UNDER CONSTRUCTION**
[Spawn Calculator](https://docs.google.com/spreadsheets/d/1q67WJ36jhj6Y0lPNO5tS2bU79Wphu4Xmi62me6DAwtM/edit?usp=sharing)
# Build
**Note:** If you want to build/test/brew/publish a mutator without git-bash and/or scripts, follow [these instructions](https://tripwireinteractive.atlassian.net/wiki/spaces/KF2SW/pages/26247172/KF2+Code+Modding+How-to) instead of what is described here.
1. Install [Killing Floor 2](https://store.steampowered.com/app/232090/Killing_Floor_2/), Killing Floor 2 - SDK and [git for windows](https://git-scm.com/download/win);
2. open git-bash and go to any folder where you want to store sources:
`cd <ANY_FOLDER_YOU_WANT>`
3. Clone this repository and go to the source folder:
`git clone https://github.com/GenZmeY/KF2-ZedSpawner && cd KF2-ZedSpawner`
4. Download dependencies:
`git submodule init && git submodule update`
5. Compile:
`./tools/builder -c`
5. The compiled files will be here:
`C:\Users\<USERNAME>\Documents\My Games\KillingFloor2\KFGame\Unpublished\BrewedPC\Script\`
# Testing
Open git-bash in the source folder and run command:
`./tools/builder -t`
(or `./tools/builder -ct` if you haven't compiled the mutator yet)
A local single-user test will be launched with parameters from `builder.cfg` (edit this file if you want to test mutator with different parameters).
# Bug reports
If you find a bug, go to the [issue page](https://github.com/GenZmeY/KF2-ZedSpawner/issues) and check if there is a description of your bug. If not, create a new issue.
Describe what the bug looks like and how reproduce it.
Attaching your KFZedSpawner.ini and Launch.log can also be helpful.
# License
[GNU GPLv3](LICENSE)

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@ -63,6 +63,12 @@ public static function bool Load(E_LogLevel LogLevel)
Errors = true; Errors = true;
} }
if (default.SingleSpawnLimitMultiplier <= 0.f)
{
`ZS_Error("SingleSpawnLimitMultiplier" @ "(" $ default.SingleSpawnLimitMultiplier $ ")" @ "must be greater than 0.0");
Errors = true;
}
if (default.SingleSpawnLimitPlayerMultiplier < 0.f) if (default.SingleSpawnLimitPlayerMultiplier < 0.f)
{ {
`ZS_Error("SingleSpawnLimitPlayerMultiplier" @ "(" $ default.SingleSpawnLimitPlayerMultiplier $ ")" @ "must be greater than or equal 0.0"); `ZS_Error("SingleSpawnLimitPlayerMultiplier" @ "(" $ default.SingleSpawnLimitPlayerMultiplier $ ")" @ "must be greater than or equal 0.0");

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@ -35,8 +35,8 @@ struct S_SpawnEntry
var float RelativeStart; var float RelativeStart;
var int DelayDefault; var int DelayDefault;
var int Delay; var int Delay;
var int SpawnsLeft; var int PawnsLeft;
var int SpawnsTotal; var int PawnsTotal;
var bool SpawnAtPlayerStart; var bool SpawnAtPlayerStart;
var bool ForceSpawn; var bool ForceSpawn;
var String ZedNameFiller; var String ZedNameFiller;
@ -287,7 +287,7 @@ private function SpawnTimer()
continue; continue;
} }
if (SE.SpawnsLeft > 0) if (SE.PawnsLeft > 0)
{ {
SpawnEntry(SpawnListCurrent, Index); SpawnEntry(SpawnListCurrent, Index);
} }
@ -403,8 +403,9 @@ private function AdjustSpawnList(out Array<S_SpawnEntry> List)
local S_SpawnEntry SE; local S_SpawnEntry SE;
local int Index; local int Index;
local float Cycle, Players; local float Cycle, Players;
local float MSB, MSC, MSP; local float B, TM, TCM, TPM;
local float MLB, MLC, MLP; local float L, LM, LCM, LPM;
local float PawnTotalF, PawnLimitF;
local int ZedNameMaxLength; local int ZedNameMaxLength;
`ZS_Trace(`Location); `ZS_Trace(`Location);
@ -412,13 +413,16 @@ private function AdjustSpawnList(out Array<S_SpawnEntry> List)
Cycle = float(CurrentCycle); Cycle = float(CurrentCycle);
Players = float(PlayerCount()); Players = float(PlayerCount());
MSB = CfgSpawn.default.ZedTotalMultiplier; B = float(SE.SpawnCountBase);
MSC = CfgSpawn.default.SpawnTotalCycleMultiplier; L = float(SE.SingleSpawnLimitDefault);
MSP = CfgSpawn.default.SpawnTotalPlayerMultiplier;
TM = CfgSpawn.default.ZedTotalMultiplier;
TCM = CfgSpawn.default.SpawnTotalCycleMultiplier;
TPM = CfgSpawn.default.SpawnTotalPlayerMultiplier;
MLB = CfgSpawn.default.SingleSpawnLimitMultiplier; LM = CfgSpawn.default.SingleSpawnLimitMultiplier;
MLC = CfgSpawn.default.SingleSpawnLimitCycleMultiplier; LCM = CfgSpawn.default.SingleSpawnLimitCycleMultiplier;
MLP = CfgSpawn.default.SingleSpawnLimitPlayerMultiplier; LPM = CfgSpawn.default.SingleSpawnLimitPlayerMultiplier;
ZedNameMaxLength = 0; ZedNameMaxLength = 0;
foreach List(SE, Index) foreach List(SE, Index)
@ -437,11 +441,14 @@ private function AdjustSpawnList(out Array<S_SpawnEntry> List)
else else
List[Index].Delay = 0; List[Index].Delay = 0;
} }
List[Index].ForceSpawn = false; PawnTotalF = B * (TM + TCM * (Cycle - 1.0f) + TPM * (Players - 1.0f));
List[Index].SpawnsTotal = Round(SE.SpawnCountBase * (MSB + MSC * (Cycle - 1.0f) + MSP * (Players - 1.0f))); PawnLimitF = L * (LM + LCM * (Cycle - 1.0f) + LPM * (Players - 1.0f));
List[Index].SingleSpawnLimit = Round(SE.SingleSpawnLimitDefault * (MLB + MLC * (Cycle - 1.0f) + MLP * (Players - 1.0f)));
List[Index].SpawnsLeft = List[Index].SpawnsTotal; List[Index].ForceSpawn = false;
List[Index].PawnsTotal = Max(Round(PawnTotalF), 1);
List[Index].SingleSpawnLimit = Max(Round(PawnLimitF), 1);
List[Index].PawnsLeft = List[Index].PawnsTotal;
} }
foreach List(SE, Index) foreach List(SE, Index)
@ -476,7 +483,7 @@ private function SpawnTimerLogger(bool Stop, optional String Comment)
private function SpawnEntry(out Array<S_SpawnEntry> SpawnList, int Index) private function SpawnEntry(out Array<S_SpawnEntry> SpawnList, int Index)
{ {
local S_SpawnEntry SE; local S_SpawnEntry SE;
local int FreeSpawnSlots, SpawnCount, Spawned; local int FreeSpawnSlots, PawnCount, Spawned;
local String Action, Comment, NextSpawn; local String Action, Comment, NextSpawn;
`ZS_Trace(`Location); `ZS_Trace(`Location);
@ -486,13 +493,13 @@ private function SpawnEntry(out Array<S_SpawnEntry> SpawnList, int Index)
SpawnList[Index].Delay = SE.DelayDefault; SpawnList[Index].Delay = SE.DelayDefault;
if (FRand() <= SE.Probability || SE.ForceSpawn) if (FRand() <= SE.Probability || SE.ForceSpawn)
{ {
if (SE.SingleSpawnLimit == 0 || SE.SpawnsLeft < SE.SingleSpawnLimit) if (SE.SingleSpawnLimit == 0 || SE.PawnsLeft < SE.SingleSpawnLimit)
{ {
SpawnCount = SE.SpawnsLeft; PawnCount = SE.PawnsLeft;
} }
else else
{ {
SpawnCount = SE.SingleSpawnLimit; PawnCount = SE.SingleSpawnLimit;
} }
if (CfgSpawn.default.bShadowSpawn && !KFGIS.MyKFGRI.IsBossWave()) if (CfgSpawn.default.bShadowSpawn && !KFGIS.MyKFGRI.IsBossWave())
@ -501,16 +508,16 @@ private function SpawnEntry(out Array<S_SpawnEntry> SpawnList, int Index)
if (FreeSpawnSlots == 0) if (FreeSpawnSlots == 0)
{ {
NoFreeSpawnSlots = true; NoFreeSpawnSlots = true;
SpawnList[Index].SpawnsLeft = 0; SpawnList[Index].PawnsLeft = 0;
return; return;
} }
else if (SpawnCount > FreeSpawnSlots) else if (PawnCount > FreeSpawnSlots)
{ {
SpawnCount = FreeSpawnSlots; PawnCount = FreeSpawnSlots;
} }
} }
Spawned = SpawnZed(SE.ZedClass, SpawnCount, SE.SpawnAtPlayerStart); Spawned = SpawnZed(SE.ZedClass, PawnCount, SE.SpawnAtPlayerStart);
if (Spawned == INDEX_NONE) if (Spawned == INDEX_NONE)
{ {
SpawnList[Index].Delay = 5; SpawnList[Index].Delay = 5;
@ -538,10 +545,10 @@ private function SpawnEntry(out Array<S_SpawnEntry> SpawnList, int Index)
Spawned = SE.SingleSpawnLimit; Spawned = SE.SingleSpawnLimit;
} }
SpawnList[Index].SpawnsLeft -= Spawned; SpawnList[Index].PawnsLeft -= Spawned;
if (SpawnList[Index].SpawnsLeft > 0) if (SpawnList[Index].PawnsLeft > 0)
{ {
NextSpawn = "next after" @ SE.DelayDefault $ "sec," @ "pawns left:" @ SpawnList[Index].SpawnsLeft; NextSpawn = "next after" @ SE.DelayDefault $ "sec," @ "pawns left:" @ SpawnList[Index].PawnsLeft;
} }
SpawnLog(SE, Action, Comment, NextSpawn); SpawnLog(SE, Action, Comment, NextSpawn);
} }
@ -593,7 +600,7 @@ private function Vector PlayerStartLocation()
return KFGIS.FindPlayerStart(None, 0).Location; return KFGIS.FindPlayerStart(None, 0).Location;
} }
private function int SpawnZed(class<KFPawn_Monster> ZedClass, int SpawnCount, bool SpawnAtPlayerStart) private function int SpawnZed(class<KFPawn_Monster> ZedClass, int PawnCount, bool SpawnAtPlayerStart)
{ {
local Array<class<KFPawn_Monster> > CustomSquad; local Array<class<KFPawn_Monster> > CustomSquad;
local Vector SpawnLocation, PlayerStart; local Vector SpawnLocation, PlayerStart;
@ -614,7 +621,7 @@ private function int SpawnZed(class<KFPawn_Monster> ZedClass, int SpawnCount, bo
} }
else else
{ {
for (Index = 0; Index < SpawnCount; Index++) for (Index = 0; Index < PawnCount; Index++)
{ {
CustomSquad.AddItem(ZedClass); CustomSquad.AddItem(ZedClass);
} }
@ -635,7 +642,7 @@ private function int SpawnZed(class<KFPawn_Monster> ZedClass, int SpawnCount, bo
} }
Spawned = 0; Failed = 0; Spawned = 0; Failed = 0;
while (Failed + Spawned < SpawnCount) while (Failed + Spawned < PawnCount)
{ {
KFPM = Spawn(ZedClass,,, SpawnLocation, rot(0,0,1),, true); KFPM = Spawn(ZedClass,,, SpawnLocation, rot(0,0,1),, true);
if (KFPM == None) if (KFPM == None)