Killing Floor 2

Killing Floor 2

Zed Spawner
Näytetään 1–10 / 13
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Päivitys: 8.3.2024 klo 12.56
tekijältä 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).

Päivitys: 15.10.2022 klo 19.32

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

Changes:
- add preload content options to config.

Päivitys: 13.10.2022 klo 13.14

Rebuild

Päivitys: 12.9.2022 klo 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.

Päivitys: 29.8.2022 klo 22.41

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

Changes:
- update code arch a little.

Päivitys: 13.7.2022 klo 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.

Päivitys: 13.6.2022 klo 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.

Päivitys: 6.6.2022 klo 0.55

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

Changes:
- add spawner tickrate setting.

Päivitys: 4.6.2022 klo 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.

Päivitys: 31.5.2022 klo 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.