Killing Floor 2

Killing Floor 2

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BrazukaCD - Guide
By Keyes and 1 collaborators
BrazukaCD is the Brazilian version of the popular mod "CD".
   
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Introduction
Here is a guide to help you better understand how the Mod works and eventually teach you how to manipulate each function using its respective commands.
Summary of Commands and Functions
These are chat commands that will handle different CD functions that can be customized to how you and your group want to experience and play the game:
  • !cdmm - Manipulates MaxMonsters
  • !cdcs - Manipulates CohortSize
  • !cdwsf - Manipulates WaveSizeFakes
  • !cdsp - Manipulates SpawnPoll
  • !cdsm - Manipulates SpawnMod
  • !cdsc - Manipulates SpawnCycle
  • !ot - Opens the Trader Menu
  • !cdr - Activates the "ready" status
  • !cdur - Deactivates the "ready" status
  • !cdtt - Changes the trader time after unpause
  • !mv - Opens the MapVote menu
  • !cdahpf - Manipulates the HP of ALL ZEDS
  • !cdfphpf - Manipulates the HP of Fleshpounds
  • !cdschpf - Manipulates the HP of Scrakes
  • !cdthpf - Manipulates the HP of Trash ZEDS
  • !cdaa - Enables/Disables Rioters
  • !cdag - Enables/Disables Gorefiends
  • !cdac - Enables/Disables Elite Crawlers
  • !cdm - Opens the Mod Menu
  • !cddb - Enables/Disables Boss Wave
  • !cdboss - Chooses which boss will spawn
  • !cdzt - Manipulates the ZedType
  • !cdvp - Enables/Disables in-game vampirism
  • !cdvpr - Manipulates the vampirism rate
  • !cdazt - Enables/Disables AutoZedTime
  • !skip - Skips the AutoZedTime
  • !cddn - Enables/Disables pathnodes
  • !cdschd - Manipulates the damage multiplier of headless Scrakes
  • !cdfphd - Manipulates the damage multiplier of headless Fleshpounds
  • !cdmhd - Manipulates the damage multiplier of headless Mediums
  • !cdds <ListOfNumbers> - Disables Spawn Volumes
  • !cddnp <ListOfNumbers>- Disables Navigation Points
  • !cdnsb - Creates a new spawn box where the player is standing
  • !cdvs - Disables Vent Spawning


These are the console commands you can type to manipulate certain functions on the client side:
  • xhairtoggle - Enables/Disables customizable crosshair in-game
  • xhairsize - Customizes the size of the Crosshair
  • xhairgap - Customizes the Central Gap of the Crosshair
  • xhairtshaped - Enables/Disables the "T-shaped" mode on the Crosshair
  • xhairdot - Enables/Disables the Central Dot of the Crosshair
  • xhairhideonads - Enables/Disables the Crosshair disappearing or not when aiming with the weapon
  • debugnav - Visualizes the Pathnodes
  • debugv - Visualizes the Spawnvolumes


NOTE: This list is just a summary to make life easier for those who are already somewhat familiar with the CD Commands. If you're still unsure what each command does, check the complete guide below, which explains their functionalities in more detail.
Detailed Explanation of Commands
When you vote for BrazukaCD as the game mode, you will see some additional functions on the initial HUD, as illustrated below.

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Each function plays an important role in directly influencing the game, whether in terms of balance, difficulty, spawn speed, the number of larges, light ZEDS, etc. It is important to first define what each of these functions does within the game.

MaxMonsters: !cdmm

This function is responsible for defining the maximum number of ZEDS alive simultaneously. It can be manipulated when a player types !cdmm [value] (!cdmm 16, for example) in the chat. Let's further exemplify to make the explanation more understandable. Let's say a player is using 16 as MaxMonsters. This means that no matter how much they run from the ZEDS and try to gather as many ZEDS as possible behind them, the maximum number of ZEDS will be 16. This value is very important to guide the difficulty of the match. If you are playing solo, an advisable amount can be between 12 and 16. If there are two players, it can be said that 20-24 is a good range, and so on. It's also worth remembering that this is not a rule and can vary according to the players' skills. For example, it's common to have MaxMonsters at 56 or even higher for more experienced teams.

CohortSize: !cdcs

CohortSize (!cdcs 7, for example) defines how many ZEDS can spawn simultaneously in the Spawn volumes. It helps to reach the MaxMonsters more quickly or slowly. For more experienced players, a value between 7 and 9 is recommended. For beginners, a value between 3-7 is advisable. A higher value means more enemies can appear simultaneously, making the match more challenging. If CohortSize is set to 0, the CD CohortSize logic will stop working, and the vanilla game Cohort logic will take over.

WaveSizeFakes: !cdwsf

This function is responsible for the total number of ZEDS in each wave. It can be manipulated by typing !cdwsf [value] (!cdwsf 6, for example) in the chat. This means that if you are playing solo and set WaveSizeFakes to "1," you will be facing the correct number of ZEDS for a single player. However, if you increase it to "2," you will be alone facing a number of ZEDS meant for two players. In other words, the WaveSizeFakes value must correspond to the number of players. It's also common for more experienced players to set WaveSize higher than the number of players. Experienced teams often use WaveSizeFakes=12 when they are 6 players for more challenging matches.

SpawnMod: !cdsm

When SpawnMod ([!cdsm]) is set to zero, it means that the SpawnManager will attempt to generate ZEDS every time it is activated (SpawnPoll controls how often it is activated). It will only stop generating ZEDS if the MaxMonsters limit is reached, if all ZEDS in the wave have already been spawned, or if the map's spawn volumes are so congested that new ZEDS cannot be physically spawned without failing a collision check (ZEDS colliding with other ZEDS). It is not recommended to change this function from its default value (0.0000).

SpawnPoll: !cdsp

The update function ([!cdsp]) first checks several state variables to decide whether to attempt spawning more ZEDS. If it determines that more ZEDS should be spawned, it then starts distributing and positioning the Squads in spawners or spawn volumes. This is another setting that is recommended to keep at its default value (1.0000).

SpawnCycle: !cdsc

Probably one of the most important functions among the commands when it comes to difficulty. This function can be manipulated by typing !cdsc in the chat. The SpawnCycle is directly linked to the number of larges, mediums, and light ZEDS in the game. SpawnCycles are created by players, so some prior knowledge of them is necessary since each has its own characteristics. Let's provide a few examples. If a player types !cdsc asl_v1, they will face a SpawnCycle with a friendly difficulty, with more discreet numbers of Larges, and it also contains QuarterPounds (which is not common in every SpawnCycle). Now, if a player types !cdsc ts_mig_v3, they will face one of the most challenging SpawnCycles in CD, with absurd amounts of Larges and Mediums. In other words, to use this command, some knowledge of the values of each SpawnCycle is required, and you'll need to decide which one will be more realistic for the skill level of each player, also considering an appropriate MaxMonsters value. There's no point in using an "easy" SpawnCycle and having a very high MaxMonsters. Still unsure about which SpawnCycle to choose? Don't know any of them? Check out some SpawnCycles below with a superficial "preview" of their difficulties to help you choose one for your match. The following list is made with certain criteria, such as the number of Larges and Mediums in the last wave, with WaveSizeFakes set to 12, for a more faithful and visible comparison. If the WaveSizeFakes in your match is lower than 12, don't worry, the number of larges will eventually decrease along with it.
  • Nam_pro_v3 - Friendly (27 larges; 37 Mediums)
  • Nam_pro_v4 - Friendly (26 larges; 38 Mediums)
  • Nam_pro_v5 - Friendly (37 larges; 38 Mediums)
  • Asl_v1 - Friendly (56 larges; 52 Mediums)
  • Asl_v2 - Friendly (62 larges; 56 Mediums)
  • Asl_v3 - Intermediate (62 larges; 56 Mediums)
  • Gores_v1 - Intermediate (56 larges; 26 Mediums)
  • Gores_v2 - Intermediate (62 larges; 35 Mediums)
  • K2_v0 - Intermediate (58 larges; 80 Mediums)
  • k2_v1_lh - Difficult (84 larges; 80 Mediums)
  • jhhc_v1 - Difficult (84 larges; 88 Mediums)
  • Ts_mig_v1 - Difficult (72 larges; 72 Mediums)
  • Osffi_v1_ms - Very Difficult (80 larges; 91 Mediums)
  • jhscc_v1 - Very Difficult (104 larges; 64 Mediums)
  • jhscc_v2 - Very Difficult (116 larges; 64 Mediums)
  • Ts_mig_v2 - Very Difficult (96 larges; 88 Mediums)
  • Ts_mig_v3 - Very Difficult (112 larges; 76 Mediums)
Additional explanation of Commands
Disable the Boss Wave and/or Choose Which Boss Will Spawn: !cddb, !cdboss

If you want to skip the Boss Wave Simply type !cddb 0 or 1 to disable or enable the Boss Wave.
  • !cddb 0 - Disables Boss Wave
  • !cddb 1 - Enables Boss Wave

If you want to face a specific Boss and choose which one will spawn, use the command !cdboss followed by the name of the desired Boss. Below are the correct names for the command:
  • !cdboss random - To allow any of the Bosses to spawn
  • !cdboss hans - Hans Volter
  • !cdboss pat - Patriarch
  • !cdboss abom - Abomination
  • !cdboss kfp - King Fleshpound
  • !cdboss mat - Matriarch
Important Commands After Configuring Your Match
Trader menu, ready, unready, trader time: !ot, !cdr, !cdur, !cdtt

After finishing the first wave, you will notice that the trader's timing is static. It only starts counting down when all players are ready. You don't need to go to the trader to buy something; just type !ot in the chat to open the trader menu. The ready status can be viewed by pressing "TAB". To set yourself as ready, simply type !cdr. If you want to remove the ready status, type !cdur. The command !cdtt defines how many seconds will be required to start the wave after all players are ready.


ZEDS' HP: !cdahpf, !cdfphpf, !cdschpf, !cdthpf, !cdbhpf

During the match, it may be necessary to increase or decrease the ZEDS' health. Even though it's common in CD for ZEDS to always have HP for 6 players, players can still choose to reduce it. These actions can be done with the following commands:
  • !cdahpf - Increases or decreases the HP of ALL ZEDS in the match. For example, !cdahpf 1 sets the ZEDS' HP for one player, or !cdahpf 6 sets the ZEDS' HP for six players.
  • !cdfphpf - Same logic as the previous command, but limited to Fleshpounds.
  • !cdschpf - Same logic as the previous command, but limited to Scrakes.
  • !cdthpf - Same logic as the previous command, but limited to Trash ZEDS (Clot, Cyst, Stalker, Crawler/Alpha Crawler, Gorefast/fiend, Rioter, Slasher).

!cdbhpf - Increases or decreases the HP of the Boss (1, 2, 3, 4, 5, 6, or even more).


Special ZEDS: !cdaa !cdag !cdac

Special ZEDS can be enabled or disabled according to the players' preferences.
  • !cdaa 0 or 1 - Disables or enables the spawn of Rioters
  • !cdag 0 or 1 - Disables or enables the spawn of Gorefiends
  • !cdac 0 or 1 - Disables or enables the spawn of Elite Crawlers


Headless ZEDS: !cdfphd !cdschd !cdmhd (chat)

When looking at vanilla ZEDS, you may notice that even after a clean takedown, they remain "headless" for a long time, and they can withstand many shots before falling. This can be adjusted in BrazukaCD with the commands !cdschd for Headless Scrake, !cdfphd for Headless Fleshpound, and lastly, !cdmhd for mediums, primarily focusing on the Bloat. These commands are used to manipulate the damage multiplier for headless ZEDS. If you're unsure of what value to set (we don't recommend setting it to 1), below are some values that tend to work well in most situations.
  • !cdfphd - 22 - This means that after entering the "headless" state, the Fleshpound will easily fall with 1 to 2 body shots.
  • !cdschd - 18 - This means that after entering the "headless" state, the Scrake will easily fall with 1 to 2 body shots.
  • !cdmhd - 12 - This means that after entering the "headless" state, the Mediums will easily fall with 1 to 2 body shots, remembering that this command affects all mediums zeds, being: Husks, Sirens and Bloats.


Restart Wave and Set Wave: !rw !sw (chat)

During some matches, especially with more beginner teams, it may be necessary to restart the wave instead of voting for the map again and redoing everything. When the team is about to wipe, quickly type !rw in the chat, and the wave will automatically be ended and reset with the trader time frozen. Be aware that if the whole team wipes and the command is used, the match will likely end anyway. The Set Wave command works a bit differently. With it, you can choose a specific wave to play. So, let's suppose the players are on wave 5, but they want to jump directly to wave 9 or 10 for a particular reason. This can be done by typing !sw [wave number] (e.g., !sw 10) in the chat.


Map Vote: !mv

Type “!mv” in the chat to open the map vote menu. This can be done during a CD match or in the lobby. Before selecting a map, make sure that the correct mode is selected in the bottom right corner of the Map Vote HUD. The proper way to vote is to first select the mode, and then select the map.
Match Configuration Presets
If you are still unsure how to configure your match due to lack of experience, some playable presets for different gameplay levels will be provided below.

Friendly Presets
  • !cdmm 32/48/56 - Team's choice
  • !cdcs 5/7 - Team's choice
  • !cdwsf 12 - Recommended to be double the number of players.
  • !cdsm 0.0000
  • !cdsp 1.0000
  • !cdsc nam_pro_v3
  • or nam_pro_v5, asl_v1, asl_v2, etc

Intermediate Preset
  • !cdmm 32/48/56 - Team's choice
  • !cdcs 5/7 - Team's choice
  • !cdwsf 12 - Recommended to be double the number of players.
  • !cdsm 0.0000
  • !cdsp 1.0000
  • !cdsc asl_v3
  • or Gores_v2, k2_v0, etc

Hard Presets
  • !cdmm 32/48/56 - Team's choice
  • !cdcs 5/7 - Team's choice
  • !cdwsf 12 - Recommended to be double the number of players.
  • !cdsm 0.0000
  • !cdsp 1.0000
  • !cdsc k2_v1_lh

Very Hard Presets (recommended for tryhards)
  • !cdmm 56/64/72 - Team's choice
  • !cdcs 7
  • !cdwsf 12 - Recommended to be double the number of players.
  • !cdsm 0.0000
  • !cdsp 1.0000
  • !cdsc ts_mig_v3
  • or jhscc_v2, ts_mig_v2, osffi_v1_ms, etc

Again, reinforcing that any SpawnCycle can seem difficult or frustrating if the other functions are not correctly configured. And this preview is not exact or intended to downgrade or praise any SpawnCycle. The list was made simply to guide a beginner player in a superficial way. Also, remember that even the "lighter" SpawnCycles can become difficult, considering the influence of the game's RNG with Spawn locations and Squad sequences. Another interesting thing about SpawnCycles is that, when in the game, players can see the number of Larges and Mediums present in the Wave they are facing in the upper left corner, with SC being the abbreviation for "Scrakes" and FP for "Fleshpounds."


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Changing ZedType
Zed Type: !cdzt

In BrazukaCD, we have the ability to choose the type of ZEDS we will face. There are several options available, including:

!cdzt vanilla - Literally the vanilla ZEDS from Tripwire.

!cdzt kflavor - Mostly vanilla ZEDS with some impactful modifications that should be checked in the ZEDS documentation. It features a Fleshpound with a Cyan color.

!cdzt hzkflavor - Buffed ZEDS with more damage, more speed, mediums with increased range, etc. It features a Fleshpound with a Green color.

!cdzt hzjflavor - Even more buffed ZEDS, larges with more speed and damage, and the presence of Gorefiends and Gorefasts with altered statuses, making them more tanky and causing more damage with their attacks. It features a Fleshpound with a White color.

!cdzt classic - ZEDS similar to those from Killing Floor 1. They are generally slower, but it’s important to note that although Larges are slow outside of rage, they become very fast when enraged. They have increased body health and also deal significant damage to the player, making them an interesting choice for smaller maps. It features a Fleshpound with a Yellow color.
NOTE: This is a superficial description of the ZedTypes. It is highly important to consult the documentation for more concrete and objective details, especially for those seeking in-depth information.

The types of ZEDS are crucial for helping to further balance the game with the skill level of the players. More experienced players may no longer feel challenged by the vanilla ZEDS and eventually seek more challenge in the game. In this case, buffed ZEDS are ideal for better difficulty adjustment. The same applies to less experienced players who need to start lighter, with options like the vanilla ZEDS and the “kflavor” ZEDS, which are also accessible for beginners.

Vampirism and AutoZedTime
Vampirism: !cdvp and !cdvpr

Vampirism allows players to gain health when killing zeds, with the amount of health gained differing between trash and large ZEDS. If you want to play without a medic or have a more consistent health sustain during a Hold, you can enable vampirism in-game by typing !cdvp 1 to enable it and 0 to disable it. You can also adjust how much vampirism will heal by using the command !cdvpr, which allows you to set vampirism to 1, 2, or 3. Here are the values:

!cdvpr 1: Trash ZEDS heal 2 health per kill, and larges heal 5.
!cdvpr 2: Trash ZEDS heal 3 health per kill, and larges heal 7.
!cdvpr 3: Trash ZEDS heal 4 health per kill, and larges heal 9.


AutoZedTime: !cdazt, !skip, !cdsrv

You can activate automatic Zedtime in matches using the command !cdazt 1 to enable and 0 to disable it. This feature ensures that whenever Zedtime is activated, it will be reset up to the maximum possible, which is 5 resets, or roughly 21 seconds of zed time. Players can also skip the autoreset if the majority types !skip in the chat, which will interrupt the AutoZedTime. Additionally, you can adjust the number of votes required to skip the AutoZedTime by typing !cdsrv [value], allowing you to decrease or increase the number of votes needed. For example, if there are 4 or 5 players, it might be beneficial to set a required number of votes for each lane being held.
Disabling Spawners and Navigation Points
Disabling Spawners: debugv (console); !cdds (chat); !cdvs (chat)

Want to disable a backspawn or a specific spawner on the map? Simply open the console and type “debugv”. With this command, you will be able to see the spawners and their corresponding numbers. To disable one, just type its number into the disable command in the chat (e.g., !cdds 21). In this example, spawner number 21 is disabled. You can also disable multiple spawners at once, like this: !cdds 21,20,22 (use commas between the numbers, with no spaces). To hide the spawners from view, simply type “debugv” in the console again. Finally, to disable the Vent Spawners, which are the ones on walls, floors, and ceilings that spawn only trash ZEDS, just type !cdvs 0 or 1 to disable or enable them.

Disabling Navigation Points: debugnav (console) and !cddpn (chat)

Sometimes during a match, it is necessary to disable a navigation point to prevent backspawns or customize a hold. Let's break it down for easier understanding.

Case:

Let's say you're playing on the map Volter Manor with a friend, but you don't want to hold both sides. Instead, you want to practice a single hold in the main lane of the map (left side). You can type “debugnav” in the console, go to the right lane, and view the numbers of the pathnodes you want to deactivate. Then, just type !cddnp in the chat with the respective number (e.g., !cddnp 10,11,12) to disable them a little past the door. This way, the ZEDS won’t reach you through the adjacent lane. Keep in mind that if they gain line of sight of the players, they will come, as the pathnode acts as a "guide" for when the ZED has not yet seen the player. In this situation, the best approach might be to disable a few pathnodes around the door and then close it. In such cases, it's also recommended to check the backspawns with “debugv”, and if necessary, remove one by typing !cdds followed by its respective number (e.g., !cdds 30,100,57).
Enabling and customizing custom crosshair
Crosshair: xhairtoggle (console)

You can enable a custom Crosshair by typing “xhairtoggle” in the CONSOLE usually opened by pressing the tilde(~) key. It is recommended to disable the default in-game Crosshair by going to Options – Gameplay and unchecking the first option, “Show Crosshair”. You can customize this Crosshair further. Once you type “xhair” in the console, you will see auto complete options to modify it. These options include size, central dot, T-Shape, Offset, HideOnAds, Color (standard RGB: 255 255 255 255 for Red, Blue, Green, and Alpha (opacity)), etc.

Below are the list of commands and functions related to custom crosshair:

  • xhairtoggle - Enables/Disables customizable crosshair in-game
  • xhairsize - Customizes the size of the Crosshair
  • xhairgap - Customizes the Central Gap of the Crosshair
  • xhairtshaped - Enables/Disables the "T-shaped" mode on the Crosshair
  • xhairdot - Enables/Disables the Central Dot of the Crosshair
  • xhairhideonads - Enables/Disables the Crosshair disappearing or not when aiming with the weapon
  • debugnav - Visualizes the Pathnodes
  • debugv - Visualizes the Spawnvolumes
CD Menu
Sound Menu, Weapon Drop, Lock Drop: !cdm

This menu will open a small HUD with options for “Drop Locked”, meaning your friends won't be able to pick up your weapons from the ground. There is also the “Pickup Others” option, which prevents you from picking up weapons that your teammates have dropped on the ground. Additionally, you can mute Death Sounds and Custom Sounds with the “Disable Custom Sounds” option, among other client related functions.
Special Thanks
Many thanks to the following:
  • Asp1020 - For his amazing CD version, making it open source and letting me use it as a basis.
  • duna; - For keeping my sanity in check. Couldn't ask for a better shoulder to cry on when nothing in my code works.
  • S|Kaio - General help, code sharing, ideas and brainstorming.
  • Jary, Palmira, Vypx, Wen - For the ideas, feedback and brainstorming.
  • phanta - Code sharing and for his work on CustomWeapons and making it open source.

Many other people helped during the development of BrazukaCD, and, even if their names are not mentioned here, I thank everyone that played, tested and provided feedback during development.