Killing Floor 2

Killing Floor 2

[Mutator] No Teleport
60 kommenttia
elcaminoasies313 5.7.2021 klo 12.07 
si
Mutant  [tekijä] 20.3.2020 klo 15.52 
Sorry for the late answer, I am not as much around anymore.
- Cost: Penalty value for monsters taking the same route. Think of the navigation system as a network of connected nodes (waypoints). If a monster plans a route then on those nodes the cost is applied on every taken node. This makes the affected nodes less preferred by other monsters.
- bAdvancedPathFinding: Enables the cost based "advanced" routing.
- bDebugMode: Enables a more verbose output for debugging. This is not recommended for normal gameplay.
Yakonche 28.1.2020 klo 12.38 
what are the following lines for?
Cost = 500
bAdvancedPathFinding = True
bDebugMode = False
Motherf♥♥♥er Big Scorpio 7.6.2019 klo 8.25 
Testing it is in my plans. However don't expect to hear from me very soon. :UT2004flak:
Life keeps us all busy.
Mutant  [tekijä] 5.6.2019 klo 12.02 
I have pushed an update. :steamhappy:
I would be cool if you tested it for bugs as I don't find the time right now. :UT2004flak:
Motherf♥♥♥er Big Scorpio 31.5.2019 klo 8.24 
Sh-t happens bro :gordon:
Mutant  [tekijä] 31.5.2019 klo 4.53 
Exactly. :UT2004flak:
Motherf♥♥♥er Big Scorpio 28.5.2019 klo 10.07 
Let me guess: Work and studies? I'm in there myself >_<
Mutant  [tekijä] 28.5.2019 klo 9.51 
I can't promise it because I do not have as much time for modding as I used to have.
Motherf♥♥♥er Big Scorpio 25.8.2018 klo 4.43 
The robots don't move. They just stand there braindead. Will there be an update please?
Motherf♥♥♥er Big Scorpio 18.8.2018 klo 12.13 
Is this mutator still up to date as of now? Is it working still?
Rigatoni Pepperoni 24.4.2018 klo 5.00 
This mod is a godsend, thank you.
Mutant  [tekijä] 10.10.2017 klo 3.44 
And I have pushed another small update (that went fast :happymeat:).
The no teleportation feature now also spans over any kind of custom zed.
The advanced navigation applies to custom monsters as well that use the default AI.
Mutant  [tekijä] 9.10.2017 klo 5.26 
I have updated the mutator to a new version, which includes all new monster classes.
Have fun. :UT2004flak:
Mutant  [tekijä] 24.9.2017 klo 11.43 
Hmm... I have not been online to KF2 for a very long time, so I am sorry for not noticing the mutator being broken.
I will update it in the next time, thank's for letting me know about it. :UT2004flak:
ℍ𝕚𝕔𝕜𝔻𝕖𝕒𝕕_ 15.9.2017 klo 19.34 
Seems to crash my test server, not updated for the latest new zeds?
Mutant  [tekijä] 5.4.2017 klo 10.57 
Nope, it's not. I have never submit it in order to become whitelisted.
I might do that at some point, but currently I am not active in KF2.
[HKG]hkwh01 5.4.2017 klo 9.04 
Is it whitelist?
󠀡 28.12.2016 klo 14.40 
The Bear Jew, they did not remove teleport. They only adjusted it so fleshpounds and scrakes raging won't teleport.
El machete 17.7.2016 klo 20.11 
This is so much better. Not dying because of crawlers spawining in front of doors and blocking me.
ScreamsNWhimpers 11.7.2016 klo 22.53 
useless now, devs removed teleportation
Wizbomb 10.7.2016 klo 19.15 
@A Wizard It is in the game....
Spooky Wiz 10.7.2016 klo 14.31 
This shouldn't be a mutator.

This should ALREADY be in the game.
[VRC]snipernext 9.7.2016 klo 12.09 
Thx :approve:
時間への造反 8.7.2016 klo 19.43 
They only teleport when literally stuck now. A scrake didn't poof from in front of me from KF2 update recently.
Rapture 8.7.2016 klo 16.26 
Yea.. I like kf1. Were I don't get punched by a siren out nowhere.
Mutant  [tekijä] 8.7.2016 klo 8.45 
Thanks guys.

Afaik, teleports have been tuned down greatly (I will check that next week), but not removed. But I hope that TWI can replace teleports with a more appropriate system at some point.
As long as that's not the case, this mutator isn't useless. :UT2004flak:
B3la Lu9o$i 8.7.2016 klo 4.51 
Precisely what KF2 needs more than anything else for the sake of gameplay. A return to the mobile game. No more getting sucker-punched by sirens and crawlers point blank just as you've managed to put some distance between you and the horde. I really hope the devs pick this up and run with it. Excellent contribution Mutant!
Hazardous Killer 8.7.2016 klo 2.17 
No the teleporting is still there but it was improved a lot. Sirens are now included as a large zed and will no longer teleport to players trying to run away and/or kite.
Hitzkopf 7.7.2016 klo 20.42 
Wait the teleporting is actually gone now @Nutty Name? Can anyone confirm?
Sithious 7.7.2016 klo 16.31 
The popularity of this mod likely helped boot the devs in the butt to get rid of the stupid BS zed teleports. It's updated out now and I think we can all breath alittle easier knowing we can actually run for our lives and not get 3 sirens spawn right in front of a doorway and cheap us~
Nekojima 7.7.2016 klo 13.47 
I'm sorry to say this mod is now useless but was good while it was still not implented!
Mutant  [tekijä] 7.7.2016 klo 9.04 
@Sex,
the permissions seem harsh, but asking never hurts. Generally I won't decline the usage so it is rather a measure for me, so I can keep track of the other projects extending mine.
Azby_ 7.7.2016 klo 8.31 
@Mutant Thanks for that! :)
Motherf♥♥♥er Big Scorpio 7.7.2016 klo 6.56 
Du bist aber streng mit deinen berechtigungen :(

Aber trotzdem good job :)
Spidey 7.7.2016 klo 1.48 
I hope this becomes very popular and sends a message so tripwire does hurry up and do it themselves : )
Celebrimbor 6.7.2016 klo 18.36 
tripwire pls implement into game <3
Jome Harrd 6.7.2016 klo 16.28 
Well, look at what we have here: the community attempting to fix a problem Tripwire dosen't seam to think is an issue. Perhaps the popularity of this mod will be more effective than our pleads for help. Anyways, great work. Keep it up! :happy_creep:
Mutant  [tekijä] 6.7.2016 klo 11.10 
@Kirby:
Open your KFGame.ini (inside <SystemDrive>:\Users\YourUser\Documents\my games\KillingFloor2\KFGame\Config) and search for the term GameDifficult. Set it to 3.000000 for Hell on Earth. In the same file you can set GameLength to 2 for a long game.
Start KF2, open the console and type:
open KF-BurningParis?Mutator=KF2NoTeleport_005.KF2NoTeleportMut

@Farlen McDouche:
The mutator is not whitelisted so it deranks any game and blocks XP progression.

@Johnson:
KFNoTeleport.ini resides within your <SystemDrive>:\Users\YourUser\Documents\my games\KillingFloor2\KFGame\Config folder.
Johnson 6.7.2016 klo 5.21 
BTW where is the config file?????
Johnson 6.7.2016 klo 3.24 
But this mod heavy effect the game balance
I don't think TWI will allow it
Spidey 6.7.2016 klo 1.07 
So next step would be to introduce it with xp enabled / stats enabled.

Going to try this out. Thanks!
Johnson 5.7.2016 klo 20.49 
No
𝔄𝚎𝚜𝚝𝚞𝚜 5.7.2016 klo 17.48 
Do you still receive XP?
Azby_ 5.7.2016 klo 16.34 
I'm new to using mutators in KF2 and I just wanted to know how would I get a hell on earth game on burning paris going? I honestly have no idea.
Mutant  [tekijä] 5.7.2016 klo 13.25 
You can only use it solo, on self-hosted servers and on public servers that have the mutator loaded. That means if you have it installed locally, it does not affect servers that don't have it installed.
Charmander787 5.7.2016 klo 13.09 
oR if i host a server
Charmander787 5.7.2016 klo 13.09 
Wait i can use this on public servers with peple in them?
EmotionallyBroken 5.7.2016 klo 12.31 
thanks, teleporters are annoying
Johnson 5.7.2016 klo 5.42 
I just like manually install :steammocking: