Killing Floor 2

Killing Floor 2

[Mutator] No Teleport
60 kommentarer
elcaminoasies313 5. juli 2021 kl. 12.07 
si
Mutant  [skaper] 20. mars 2020 kl. 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. jan. 2020 kl. 12.38 
what are the following lines for?
Cost = 500
bAdvancedPathFinding = True
bDebugMode = False
Motherf♥♥♥er Big Scorpio 7. juni 2019 kl. 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  [skaper] 5. juni 2019 kl. 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. mai 2019 kl. 8.24 
Sh-t happens bro :gordon:
Mutant  [skaper] 31. mai 2019 kl. 4.53 
Exactly. :UT2004flak:
Motherf♥♥♥er Big Scorpio 28. mai 2019 kl. 10.07 
Let me guess: Work and studies? I'm in there myself >_<
Mutant  [skaper] 28. mai 2019 kl. 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. aug. 2018 kl. 4.43 
The robots don't move. They just stand there braindead. Will there be an update please?
Motherf♥♥♥er Big Scorpio 18. aug. 2018 kl. 12.13 
Is this mutator still up to date as of now? Is it working still?
Rigatoni Pepperoni 24. apr. 2018 kl. 5.00 
This mod is a godsend, thank you.
Mutant  [skaper] 10. okt. 2017 kl. 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  [skaper] 9. okt. 2017 kl. 5.26 
I have updated the mutator to a new version, which includes all new monster classes.
Have fun. :UT2004flak:
Mutant  [skaper] 24. sep. 2017 kl. 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. sep. 2017 kl. 19.34 
Seems to crash my test server, not updated for the latest new zeds?
Mutant  [skaper] 5. apr. 2017 kl. 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. apr. 2017 kl. 9.04 
Is it whitelist?
󠀡 28. des. 2016 kl. 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. juli 2016 kl. 20.11 
This is so much better. Not dying because of crawlers spawining in front of doors and blocking me.
ScreamsNWhimpers 11. juli 2016 kl. 22.53 
useless now, devs removed teleportation
Wizbomb 10. juli 2016 kl. 19.15 
@A Wizard It is in the game....
Spooky Wiz 10. juli 2016 kl. 14.31 
This shouldn't be a mutator.

This should ALREADY be in the game.
[VRC]snipernext 9. juli 2016 kl. 12.09 
Thx :approve:
時間への造反 8. juli 2016 kl. 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. juli 2016 kl. 16.26 
Yea.. I like kf1. Were I don't get punched by a siren out nowhere.
Mutant  [skaper] 8. juli 2016 kl. 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. juli 2016 kl. 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. juli 2016 kl. 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. juli 2016 kl. 20.42 
Wait the teleporting is actually gone now @Nutty Name? Can anyone confirm?
Sithious 7. juli 2016 kl. 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. juli 2016 kl. 13.47 
I'm sorry to say this mod is now useless but was good while it was still not implented!
Mutant  [skaper] 7. juli 2016 kl. 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. juli 2016 kl. 8.31 
@Mutant Thanks for that! :)
Motherf♥♥♥er Big Scorpio 7. juli 2016 kl. 6.56 
Du bist aber streng mit deinen berechtigungen :(

Aber trotzdem good job :)
Spidey 7. juli 2016 kl. 1.48 
I hope this becomes very popular and sends a message so tripwire does hurry up and do it themselves : )
Celebrimbor 6. juli 2016 kl. 18.36 
tripwire pls implement into game <3
Jome Harrd 6. juli 2016 kl. 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  [skaper] 6. juli 2016 kl. 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. juli 2016 kl. 5.21 
BTW where is the config file?????
Johnson 6. juli 2016 kl. 3.24 
But this mod heavy effect the game balance
I don't think TWI will allow it
Spidey 6. juli 2016 kl. 1.07 
So next step would be to introduce it with xp enabled / stats enabled.

Going to try this out. Thanks!
Johnson 5. juli 2016 kl. 20.49 
No
𝔄𝚎𝚜𝚝𝚞𝚜 5. juli 2016 kl. 17.48 
Do you still receive XP?
Azby_ 5. juli 2016 kl. 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  [skaper] 5. juli 2016 kl. 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. juli 2016 kl. 13.09 
oR if i host a server
Charmander787 5. juli 2016 kl. 13.09 
Wait i can use this on public servers with peple in them?
EmotionallyBroken 5. juli 2016 kl. 12.31 
thanks, teleporters are annoying
Johnson 5. juli 2016 kl. 5.42 
I just like manually install :steammocking: