Killing Floor 2
Zed Spawner
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Обновление: 8 март 2024 в 12:56
от GenZmeY

v1.4.1
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.4.1

Changes:
- improved compatibility with StartWave and CD chokepoints;
- added a short alias for the mutator: ZedSpawner.Mut (ZedSpawner.ZedSpawnerMut is still available for use).

Обновление: 15 окт. 2022 в 19:32

v1.4.0
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.4.0

Changes:
- add preload content options to config.

Обновление: 13 окт. 2022 в 13:14

Rebuild

Обновление: 12 септ. 2022 в 19:07

v1.3.2
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.3.2

Changes:
- fix destroy player repinfo.
- update build tools.

Обновление: 29 авг. 2022 в 22:41

v1.3.1
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.3.1

Changes:
- update code arch a little.

Обновление: 13 юли 2022 в 8:22

v1.3.0
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.3.0

Changes:
- feature: "bSmoothSpawn" (one zed spawn per second);
- refactoring.

Обновление: 13 юни 2022 в 7:10

v1.2.0
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.2.0

Changes:
- 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.

Обновление: 6 юни 2022 в 0:55

v1.1.0
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.1.0

Changes:
- add spawner tickrate setting.

Обновление: 4 юни 2022 в 18:11

v1.0.4
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.0.4

Changes:
- fixed possible division by zero when rounding pawn total and limit variables.

Обновление: 31 май 2022 в 21:42

v1.0.3
Release:
https://github.com/GenZmeY/KF2-ZedSpawner/releases/tag/v1.0.3

Changes:
- fixed spawn when all spawn volumes are busy;
- refactoring (removed obsolete code, improved readability);
- improved logging.