Killing Floor 2

Killing Floor 2

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practice takedowns in a testing environment(v1078)
由 Kepler-452b 制作
This guide shows you how to set up an environment in order to train and test guns and skills against 6players HP large Zeds (hoe or other difficulties).

From now on, there is no longer any testmaps on the workshop: this is why i decided to show you how you can train now.
   
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the actual context of testing things
A few months ago, people were able to easily perform test in maps that allowed you to practice takedown in a safe environment (zed spawns disable so you can focus on large zeds takedowns). It was very popular as you were able to test yourself against a 6 players hoe scrake or fleshpound.

When those maps were removed from the workshop, you were still able to train against 6p large zeds by using some console commands

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=424641626


One of those crucial commands was SpawnHumanPawn 0 1: it allowed you to add a fake player to the game. Therefore, you were able to set up a 6 players environment. Unfortunately, this command doesn't work anymore.

In this guide, i will show you how to remedy it.
what we need
  • Controlled Difficulty
  • a map like KF-Corridor
  • Console commands list

Controlled Difficulty

This mod will allow us to face 6players HP large Zeds! I will suggest you to see the github a littlebit but don't worry i will give you which config to use for this mod.

a map like KF-Corridor

it's important and easier to play on a map where zeds spawn from one side.

Console commands list

You will need commands to spawn last weapons from example

Links:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1455094149
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1208883070
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1508347405
Controlled difficulty configuration
If you have read the github, you may have notice that you must configure a file located in <My Documents>\My Games\KillingFloor2\KFGame\KFGame\Config\KFGame.ini

this file will be modified (with lines related to the mod) once you launch the mod for the first time.

First of all, launch the developper console and type:

open KF-Corridor?game=ControlledDifficulty.CD_Survival?gamelength=0?Difficulty=3


Notes:
For Difficulty =>( 0=normal, 1=hard, 2=suicidal,3=hoe)
For gamelength =>0=short, 1=medium, 2=long (actually short is 4 waves, medium is 7 waves and long is 10 waves)


Quit your game. Now, the file KFGame.ini contains all we need to configure things:

Find the following section : [ControlledDifficulty.CD_Survival]

My configuration is( i just show you the lines under the [ControlledDifficulty.CD_Survival] section that you have to change):
CohortSize=0
MaxMonsters=1
SpawnMod=1.0000
SpawnPoll=0.9500
SpawnCycle=ini
SpawnCycleDefs=1FP
SpawnCycleDefs=1FP
SpawnCycleDefs=1FP
SpawnCycleDefs=1FP
FleshpoundHPFakes=5
ScrakeHPFakes=5


Informations about the lines SpawnCycleDefs:

As you can see, we have 4 lines mentionning 1 Fleshpound. Each lines is the spawn setup config for each waves; our config is composed of 4 lines => this is the reason why we previously launched the mod with gamelength=0 with the command.

open KF-Corridor?game=ControlledDifficulty.CD_Survival?gamelength=0?Difficulty=3

If later you want to throw a 10 waves game, you can launch with:
open KF-Corridor?game=ControlledDifficulty.CD_Survival?gamelength=2?Difficulty=3

But you will have to setup 10SpawnCycleDefs lines in your config.

You may have notice that those lines only refers too a fleshpound as i wanted to train against them but if you want to face also scrakes you can change with the following lines:
SpawnCycleDefs=1FP,1SC
SpawnCycleDefs=1FP,1SC
SpawnCycleDefs=1FP,1SC
SpawnCycleDefs=1FP,1SC
it will spawn one fleshpound then one scrake. the value MaxMonsters is equal to 1 so we won't face more than one zed at a time.

Ready to practice!
Restart the game,

open the developper console and launch the mod:

open KF-Corridor?game=ControlledDifficulty.CD_Survival?gamelength=0?Difficulty=3


Start the game, then:

Type the following console commands, in the order:
  1. enablecheats
  2. god
  3. GiveWeapon KFGameContent.KFWeap_Rifle_M99 or another command mentionned below*
  4. uberammo


*choose your perk and your skills. Then, open the developper console and choose a gun:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1508347405




Instead of typing the name of the weapon you want, you can also do that (always after enablecheats):
  1. imrich
  2. OpenTraderMenu

You will be able to take what you want: imrich for a lot of money and OpenTraderMenu to choose a gun with the trader menu.

Be ready to face 6 players Large Zeds!






You can test it
  • Support with the stumble skill can stumble a raging fleshpound with the doomstick

=>M14 mobile sharpshooter with RRLRR skills
=>M99 sharpshooter with LLLRR skills: oneshot scrakes and almost oneshot fleshpounds
or LLLRR railgun => 2 shots fleshpounds (+reload cancel on railgun)

Demo: LLLLL skills with upgraded RPG: you can oneshot scrakes.

Firebug: Heat Wave skill allows you to stumble a raging fleshpound.
=> Helios Rifle head-tracing while you are standing, and ADS for less recoil.

Support aa12 standing still and ADSing.

=>Commando fn-fal crouched.

=>Swat nailgun crouched. (like the commando)

Other commands
display the body hp:

Display body HP could be useful if you fight with body damage guns like RPG.

for fleshpounds:
DisplayAll CD_Pawn_ZedFleshpound_NRS health

for scrakes:
DisplayAll KFPawn_ZedScrake health


It will display the body HP.

if you want to clear the display type:

DisplayClear


Display Head health:

Display head HP could be useful if you fight with head damage guns like the M99.

for fleshpounds:
DisplayAll CD_Pawn_ZedFleshpound_NRS Hitzones

for scrakes:
DisplayAll KFPawn_ZedScrake Hitzones



GoreHealth near the arrow mentions the head health of the current fleshpound that you face.


Test your zedtime skills:

Simulate a game where we have a commando extending zedtime:

to activate zedtime, type the following command:
DramaEvent 1.0 17.0

first argument is zedtime chance (we want 100% here) and second argument is the duration in seconds (17 seconds here).

ZED Time in Killing Floor 2 happen during killing ZEDs or killing players. If ZED dies under other circumstances his death also may cause ZED Time.

ZED Time duration is 3 seconds.

ZED Time is a timer (float value 3.0000). It goes down from 3.0000 to 0 and resets back to 3.0000 as long as player's perk can do that.

Non-Commando can reset the ZED Time only once. Commando can reset it by up to 6 times!

In theory, a commando can create a whole period of zedtime of 21 seconds. In practice, about 17 seconds. (by killing a zed every 2 seconds).

RLRLR Gunslinger can kill big zeds really fast in Zedtime. You should try it.


Damage calculation
LLLRL sharpshooter with m99 (ballistic rifle damage type):

In the order, you will find:
  • the damage of the m99
  • the damage multiplier for the head
  • the damage multipliers that stacks
  • the resistance of the fleshpounds toward ballistic rifle damage type

For a shot with no zedtime:

(850 * 1.1) * ( 125%+25%+30%+10% ) * 75% = 1332

1716 - 1332 = 384 remaining HP

For a shot during zedtime:

(850 * 1.1) * ( 125%+25%+30%+10%+35% ) * 75% = 1578

1716 - 1578 = 138 remaining HP

About the Zedtime Ranger skill of the sharpshooter:

During ZED Time, your head shots with perk weapons will stun any ZED

Be careful with this description: you won't be able to stun a raging fleshpound. Actually the stun power multiplier become *5 with this skill. If you want to understand how afflictions (stun and others) work, i suggest you see this guide:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=430466813

i want to change perk or skills
If you decide to change perks or skills, you have to wait until the next wave start or you can restart the mod (or use a mutator to skip the current wave). Here are some chat commands that will allow you to change the spawn intensity:

increase the spawn intensity for an harder challenge:

!cdmaxmonsters 3

!cdspawnmod 0.75 (or below)

!cdspawnpoll 1.0


increase the spawn intensity to end the wave faster:

!cdmaxmonsters 20

!cdspawnmod 0.00

!cdspawnpoll 1.0

In addition, open the developper console and type:

killzeds

It only kill already spawned zeds so you have to repeat that several times.

all chats commands here[github.com]

You can also use a mutator that allows you to skip to another wave:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1417081496

if you want to skip the current wave and jump to the third wave:
mutate setwave 3

Note that if you want to launch controlled difficulty mod with this mutator the command to lauch them will be:

open KF-Corridor?game=ControlledDifficulty.CD_Survival?Mutator=StartWave.StartWave?gamelength=0?Difficulty=3


Spawning system
Have a look on how big zeds are incorporated in the spawn list:

Specials squads contains big zeds.


Standard KF2 comes with predefined squad definitions, called "archetypes", created by Tripwire. A list of archetypes is associated with each combination of difficulty+gamelength+wavenumber. For a full list of these archetypes, consult Simple Cat's KF2 spreadsheet (check the difficulty tab) or open the KF2 SDK and browse Packages->Gameplay->GP_Spawning_ARCH

When a wave starts, the game creates an initially-empty squadlist. The game iterates through all "normal squad" archetypes, adding each one to the its list. The game then randomly selects one "special squad" archetype and adds it to the squadlist. The game then randomly shuffles the entire squadlist.

The game then spawns each squad in the squadlist.

If the game reaches the end of the squadlist before the wave ends, then it discards the used-up squadlist and repeats entire squadlist-building process from the start. However, there is one complication. On the 2nd, 4th, 6th, ... squadlists, the game only uses "normal squad" archetypes. It does not spawn a "special squad" archetype on these even-numbered squadlists. This behavior creates a natural hard-easy-hard-easy-... rhythm. The beginning of a wave tends to be more hectic because the spawn list includes a special squad, but that is followed by a less hectic spawn list with no special squad, then there is another spawn list with a special squad that makes the game more hectic, etc.

Note that "normal squad" is somewhat misleading. In later waves on higher difficulties, a "normal squad" may include up to one scrake. For example, there are two separate "normal squad" archetypes on Wave 10 HOE that have one scrake each. This means even the squadlists without a "special squad" archetype will still have two scrakes, and squadlists with a "special squad" archytpes have two extra scrakes mixed in.

Shuffling the squad list creates unpredictably distributed big zeds. They could all spawn at the same time, or they could be evenly-spaced among trash spawns with rest time in between.

my notes:


Consider the beginning of Wave 10 HOE. Several scenarios:



The normal squads guarantee two scrakes in one squad each. For the sake of discussion, say that the game randomly chooses the 2 FP + 3 SC special squad at the start of the wave. The game then shuffles the list. This could result in 2FP + 5 SC spawning nearly consecutively.

. This variation can actually be even more severe than described, since it is possible that the big zed squads from one list might immediately precede big zed squads from the next list, depending on how the shuffles went:

  • End of the first spawn cycle: 2 scrakes (from normal squad) + (2 FP + 3 SC)
  • Beginning of the second spawn cycle: (2 FP + 3 SC) + 2 scrakes (from normal squad)

total = 4 FP + 10 SC


=>other scenario with 2 FP + 6 QP:
  • End of the first spawn cycle: 2 scrakes (from normal squad) + (2 FP + 6 QP)
  • Beginning of the second spawn cycle: (2 FP + 6 QP) + 2 scrakes (from normal squad)

total = 4 FP + 12 QP + 4 SC

=>other scenario with 3 FP:
  • End of the first spawn cycle: 2 scrakes (from normal squad) + (3 FP)
  • Beginning of the second spawn cycle: (3FP) + 2 scrakes (from normal squad)

total = 6 FP + 4 SC


or it could result in the squads being spread out over the wave.


Source[github.com]
hitboxes and head tracing
show hitzones





So, now let's talk about head tracing:

fleshpound rage animation (head) => left right left up

Therefore you have to memorize this animation: it's not really aiming but just follow a trajectory you already know. And keep in mind that you might not be able to pull it out in real conditions (many trashs by example).

crouching commando with fn fal:

aa12 support that stand still (go directly at1min14s):
4 条留言
Deko 2018 年 12 月 24 日 上午 10:31 
@Kepler-452b[PES] this guide you made helped me a lot with CD, btw. thank you very much!
Deko 2018 年 12 月 24 日 上午 10:28 
@Kepler-452b[PES] thanks for replying me.

yes, I just downaloaded the mutator that allows to skip to the wave a want. very useful. ty!
Kepler-452b  [作者] 2018 年 12 月 22 日 上午 9:35 
@D3KO' As far as i know, you can't decrease the default number of zeds per wave (actually, you can only increase it) . I think you want to it to 1 in order to change your perk or your skills. I suggest you to have a look on my chapter "i want to change perk or skills" => i just updated it. Actually someone released a mutator that allows you to skip to another wave. the command is if you want to skip to wave 3: mutate setwave 3
Deko 2018 年 12 月 21 日 下午 1:14 
SpawnCycleDefs=1FP
SpawnCycleDefs=1FP
SpawnCycleDefs=1FP
SpawnCycleDefs=1FP

I set up that spawncycle above, but I got a problem
I want ONLY 1 zed (fp) per wave to Spawn... but with that spawncycle, game Spawn 1 fp per time, but there are a total of 42 on 1st wave. that means I'ill have to kill 42 zeds just in the first wave...

if u guys understand me, I want just one zed per wave! how do I do that?