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ScrnMapVote.ini

Oct 31st, 2021 (edited)
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  1. # Per-map settings in [<mapname> ScrnMapInfo] object formap
  2. # N.B. Map name gets checked in MapAliases before loading this file (see ScrnBalanceSrv.ini)
  3. #
  4. # MapInfo list is far from complete! Please contribute eiter via:
  5. # git:              https://github.com/poosh/KF-ScrnBalance/blob/master/ScrnWaves.ini
  6. # or Steam Group:   https://steamcommunity.com/groups/ScrNBalance
  7. #
  8. # -----------------------------------------------------------------------------------------
  9. # General Settings:
  10. # -----------------------------------------------------------------------------------------
  11. # MaxZombiesOnce    Max numbers of specimens, which can exist on the map at the same time.
  12. #                   Default=0 - use default setting. Cannot be set below 16.
  13. # WaveSpawnPeriod   Number of seconds between zed squad spawns. Base value that will get modified by various settings.
  14. #                   Default=0 - use KFLevelRules.WaveSpawnPeriod from the map.
  15. # XPBonusMult       End game bonus multiplier for winning the map.
  16. #                   Default=1.0
  17. #                   Set it to 0..1.0 for eaasier maps and > 1.0 for harder ones.
  18. # ZedEventNum       Force event zeds for this map. See bForceEvent in ScrnBalanceSrv.ini for details.
  19. #                   Default=0 - do not force the event.
  20. #                   This value is ignored if either:
  21. #                       - bForceEvent=False or EvenNum>0 in ScrnBalanceSrv.ini
  22. #                       - bAllowZedEvents=false in ScrnGames.ini
  23. # bTestMap          Set it to true if this is a test map. Test maps block achievement progress but allow extra
  24. #                   privileges to non-admin players like spawning zeds via MUTATE ZED FP SPAWN or always perk changing.
  25. # -----------------------------------------------------------------------------------------
  26. # Zed Spawn / ZombieVolume Control (requires ScrnGameType or descendants (TSC, FTG, etc.))
  27. # -----------------------------------------------------------------------------------------
  28. # ZVolDisableTime   Time in seconds to disable a zombie volume for if a player sees or enters it.
  29. #                   Default = 10, meaning that zeds cannot spawn in the volume at least for 10s after the last time
  30. #                   a player saw it. Keep in mind that every ZombieVolume has TouchDisableTime property which means
  31. #                   the same. The game uses max value, i.e., max(ZVolDisableTime, ZombieVolume.TouchDisableTime)
  32. # ZedSpawnMaxDist   Maximum RECOMMENDED distance from players to spawn zeds (+600uu).
  33. #                   When choosing a zombie volume to spawn zeds, the distance to player(-s) is used for volume rating.
  34. #                   Minimum distance is 600uu (12m). ZedSpawnMaxDist is the value beyond the minimum.
  35. #                   1 KF meter = 50uu, which realistically is wrong unless all players are dwarfs.
  36. #                   Default = 2000, meaning that most zeds will spawn 600-2600uu or 12-52m away from the players.
  37. #                   The minimum distance cannot be configured - it may change from various game aspects,
  38. #                   e.g., spawn intensity or MVOTE BORING.
  39. #                   Within the minumum distance (12m by default) distance rating is always 100%.
  40. #                   Then it starts linearly decrease down to 0% at ZedSpawnMaxDist (and may go negative too)
  41. #                   For example, zombie volume in 20m (1000uu) from the players gets rating:
  42. #                   100% - (1000 - 600) / 2000 = 80%
  43. #                   or at 32m (1600uu): 100% - (1600 - 600) / 2000 = 50%
  44. #                   Zed volume with the best rating gets chosen for the next zed spawn, but beside distance, there are
  45. #                   other rating parameters, such as spawn cooldown, game settings, RNG, etc.
  46. # FloorHeight       The height of one floor in multi-floor buildings.
  47. #                   Default = 256 (uu)
  48. #          Pro-Tip: A proper way to calculate FloorHeight is taking two path nodes on subsequent floors
  49. #                   and subtracting their Location.Z values.
  50. # ElevatedSpawnMinZ Allows fine-tuning minumum and maximum Z distance between ZVolElevated and the player.
  51. # ElevatedSpawnMaxZ By default, if not set (0), ElevatedSpawnMinZ=FloorHeight/2, and ElevatedSpawnMaxZ=FloorHeight*2.
  52. # FloorPenalty      FloorPenalty affect the distance rating if the player is not on the same floor as the zombie volume.
  53. #                   Default = 0.30 - meaning 30% of distance rating reduction for volumes on different floors.
  54. #                   "On a different floor" means Z difference between the player and volume > FloorHeight.
  55. #                   Otherwise, floor penalty is applied proportionally to Z difference (ZDif/FloorPenalty)
  56. #          Pro-Tip: Increase FloorPenalty on maps where it is hard/slow to get from one floor to another (Offices).
  57. #                   Decrease FloorPenalty if getting higher is quote easy (HillbillyHorror) or there are there are
  58. #                   "holes" in between. For instance, containers on FrightYard - if players are camping on top of a
  59. #                   container, then spawning zeds on another container away from it (but on "the same floor") is
  60. #                   counter-productive, since zeds need to get down first, then get up to the player's container.
  61. #                   Spawning zeds closer but on the lower ground ("different floor") makes them get to players faster.
  62. #                   Set FloorHeight=0 for single-floor levels. There still be major Z differences but no multi-floor
  63. #                   buildings, undergrounds, etc. For instance, WestLondon is a single floor map. while there are
  64. #                   tunnes, players cannot walk only though the tunnet, not abovve it (i.e., single floor from the
  65. #                   player perspective.). And there is nothing above the police underground.
  66. #                   However, the same cannot be aplied on Wyre, which has an underground system under the hill.
  67. # bHighGround       Prefers spawning on high ground over the low ground. If enabled, FloorPenalty gets applied only
  68. #                   on zombie volumes BELOW the players, not vice versa.
  69. #                   Default = false, meaning that FloorPenalty gets applied in both ways.
  70. #                   WARNING! bHighGround=yes resets all zombie volumes to bNoZAxisDistPenalty=false. However, you can
  71. #                   restore the flag by adding low-ground volumes to ZVolJumpable if there is an easy path to a
  72. #                   high ground from there.
  73. #          Pro-Tip: Enable bHighGround only if ALL higher zombie volumes within ZedSpawnMaxDist have easy/fast access
  74. #                   to the players. If there are a few exceptions (like a spawn on top of the elevator shaft dropping
  75. #                   zeds down to a basement), you can disable those volumes by adding to ZVolBad.
  76. # bResetSpawnDesirability - each zombie volume has SpawnDesirability rating, 3000 by default (a random nonsense number)
  77. #                   Level designers can modify SpawnDesirability to boost or lower spawns in specific volumes.
  78. #                   Which would make sense if they know what they are doing (but they usually don't).
  79. #                   Set bResetSpawnDesirability=true to set the default SpawnDesirability=3000 to all zombie volumes.
  80. # ZVolBad           List of bad zombie volumes which are either broken (zed gets stuck there)
  81. #                   or stupid (e.g., spawn in front of players).
  82. #                   ScrnGameType does not spawn zeds in bad volumes.
  83. # ZVolHidden        List of zombie volumes that are hidden from players: players cannot see, neither reach them.
  84. #                   Usually, those volumes are placed behind a barricate around a corner to simulate zed invasion from
  85. #                   the outer world (outside the map). Such volumes need bAllowPlainSightSpawns=True to be set.
  86. #                   Unfortunately, lazy level designers do not bother with setting bAllowPlainSightSpawns flag.
  87. #                   Adding a zombie volume to ZVolHidden forces its bAllowPlainSightSpawns=True, which has two benefits:
  88. #                   1. Reduces server CPU load by eliminating visibility checks.
  89. #                   2. Bypasses MinDistanceToPlayer check - prevent players from blocking spawns by standing nearby.
  90. #                   Remember that those volumes are meant to be entry points from the outside world,
  91. #                   not the on-the-map shortcut spawns.
  92. #                   WARNING! Must be absolutely sure that players cannot see hidden volumes from any viewing angle.
  93. # ZVolElevated      These spawns are elevated from the ground in unreachable by players places (roof, ceiling, vents...)
  94. #                   Marking them elevated removes Z distance check in volume rating (sets bNoZAxisDistPenalty=true),
  95. #                   while requiring the player to be BELOW the volume. Elevated spawns are not used if the player is
  96. #                   above or at the same Z position as the volume. For example, the bottom floor vent spawn on
  97. #                   BioticsLab (ZombieVolume2) is one of the closest to the start (XY-wise), and was picked very often,
  98. #                   desptite having one of the longest path to the map start. Adding it to ZVolElevated fixes the issues,
  99. #                   making zeds spawn there only if players are on the bottom floor.
  100. #                   Elevated spawn is NOT used if the player is TWO or MORE FLOORS beneath it (2*FloorHeight)
  101. # ZVolJumpable      Similar to ZVolElevated but without the high ground requirement. Sets bNoZAxisDistPenalty=true.
  102. #                   Use it instead of elevated if there is a jump spot nearby, or other easy access to upper levels.
  103. #                   Jumpable volumes completely ignore Z axis in distance calculation.
  104. # ZVolDoors         Prevents spawning zeds in a volume, if the specified doors (KFDoorMover actors) are welded.
  105. #                   A classic example: the start on BioticsLab. If both doors on the left and right are welded, then
  106. #                   there is no place for zeds to come from. Nonetheless, they do spawn if players move slightly forward
  107. #                   and break LoS.
  108. #                   Rule of thumb: if there is a door between a hidden spawn(-s) and the current one,
  109. #                   add it to ZVolDoors. Maybe it slightly slowers the spawn rate, but improves immersion.
  110.  
  111. # -----------------------------------------------------------------------------------------
  112. # Stinky Clot Control (FTG-only)
  113. # -----------------------------------------------------------------------------------------
  114. # GuardianLight     Allows adjusting light  brightness of TSC/FTG Base Guardian.
  115. #                   Default = 0 - keep the default brightness (150). Value range: 0..255.
  116. # FTGTargetsPerWave Number of targets (usually, ammo boxes) for Stinky Clot to visit before going to the trader.
  117. #                   Default=3. Increase for smaller maps (where reaching targets is faster)l decrease for big maps.
  118. #                   Setting FTGTargetsPerWave does not limit Stinky's ability to spawn ammo boxes on its way.
  119. #                   For instance, there could be only one target, but 5 ammo boxes on the way. Stinky will spawn all 5.
  120. #                   FTGTargetsPerWave is ignored if the next wave has no trader.
  121. # FTGBadAmmo        List of bad targets (KFAmmoPickup objects) where Stinky Clot gets stuck or behaves weird.
  122. #                   FTG makes sure that Stinky Clot will never pick a bad target as a walk destination.
  123. #                   However, he may still get there unintentionally if the target is on the way while moving elsewhere.
  124. # FTGTargets        A list of navigation points (PathNode, Teleporter, PlayerStart, etc.) for Stinky Clot to navigate.
  125. #                   If the map has way too little ammo boxes, or there are interesting places to visit without ammo
  126. #                   boxes, you may add it to FTGTargets.
  127. # bReplaceFTGTargets if true, completely replaces all ammo box targets with the ones defined in FTGTargets.
  128. #                   Default = false, meaning that FTGTargets get added to the existing lists of ammo boxes.
  129. # FTGPaths          Allows redirecting paths for Stinky Clot by adding a path node(-s) in-between. For example:
  130. #                       FTGPaths=(From=PathNode10,To=PathNode20,Via[0]=PathNode1,Via[1]=PathNode2,Via[2]=PathNode3)
  131. #                   ensures that Stinky Clot does not go from PathNode10 straightly to PathNode20, but goes:
  132. #                       PathNode10 => PathNode1 => PathNode2 => PathNode3 => PathNode20
  133. #                   Paths are NOT BIDIRECTIONAL, i.e., in the above example Stinky Clot will still go from PathNode20
  134. #                   back to PathNode10 directly. Though, you can add the opposite path manually:
  135. #                       FTGPaths=(From=PathNode20,To=PathNode10,Via[0]=PathNode3,Via[1]=PathNode2,Via[2]=PathNode1)
  136. #                   It is also possible to define different paths for opposite directions:
  137. #                       FTGPaths=(From=PathNode10,To=PathNode20,Via[0]=PathNode5)
  138. #                       FTGPaths=(From=PathNode20,To=PathNode10,Via[0]=PathNode6)
  139. #                   Multipath or recursive paths are NOT supported. You can set up to 3 intermediate (Via) path nodes.
  140. #                   Generic paths are possible, where you set only one of (From,To) values.
  141. #                   The next example makes sure that Stinky Clot goes to PathNode5, then PathNode6, every time he
  142. #                   departs from PathNode10 - no matter of the target destination:
  143. #                       FTGPaths=(From=PathNode10,Via[0]=PathNode5,Via[1]=PathNode6)
  144. #                   Stinky Clot visits PathNode6 => PathNode7 => PathNode8 before going to PathNode20:
  145. #                       FTGPaths=(To=PathNode20,Via[0]=PathNode6,Via[1]=PathNode7,Via[1]=PathNode8)
  146. #                   Stinky Clot is smart enough to combine both the above example together when going from
  147. #                   PathNode10 to PathNode20:
  148. #                       PathNode10 => PathNode5 => PathNode6 => PathNode7 => PathNode8 => PathNode20
  149. #                   Specific paths (that have both From+To) have higher priority than the generic ones.
  150. #                   In the next example, Stinky usualy leaves PathNode30 via PathNode31, except when he travels
  151. #                   to PathNode40, where he goes via PathNode50 instead.
  152. #                       FTGPaths=(From=PathNode30,Via[0]=PathNode31)
  153. #                       FTGPaths=(From=PathNode30,To=PathNode40,Via[0]=PathNode50)
  154. #          Pro-Tip: Actually, KFAmmoPickup never is a Stinky Clot's direct target - he moves to the closest visible
  155. #                   path node instead. Set bDebugStinkyPath=True under [ScrnBalanceSrv.FtgGame] in KillingFloor.ini
  156. #                   to log the actual paths.
  157. # *****************************************************************************************
  158.  
  159. # TODO: All maps missing ZVolHidden are incomplete. Please contribute!
  160.  
  161. [KF-AbusementPark ScrnMapInfo]
  162. ZedEventNum=1
  163. XPBonusMult=1.25
  164.  
  165. [KF-Aperture ScrnMapInfo]
  166. FloorPenalty=0.1
  167.  
  168. [KF-Bedlam ScrnMapInfo]
  169. # Originally, Bedlam has 4.0, which is way too slow
  170. WaveSpawnPeriod=3.0
  171. ZVolBad=ZombieVolume39
  172. ZVolBad=ZombieVolume43
  173. ZVolBad=ZombieVolume70
  174. ZVolHidden=ZombieVolume9
  175. ZVolHidden=ZombieVolume11
  176. ZVolHidden=ZombieVolume18
  177. ZVolHidden=ZombieVolume22
  178. ZVolHidden=ZombieVolume27
  179. ZVolHidden=ZombieVolume36
  180. ZVolHidden=ZombieVolume44
  181. ZVolHidden=ZombieVolume45
  182. ZVolHidden=ZombieVolume54
  183. ZVolHidden=ZombieVolume63
  184. ZVolHidden=ZombieVolume76
  185. ZVolHidden=ZombieVolume79
  186. ZVolHidden=ZombieVolume94
  187. ZVolHidden=ZombieVolume158
  188. ZVolHidden=ZombieVolume169
  189. ZVolElevated=ZombieVolume5
  190. ZVolElevated=ZombieVolume19
  191. ZVolElevated=ZombieVolume24
  192. ZVolElevated=ZombieVolume33
  193. ZVolElevated=ZombieVolume36
  194. ZVolElevated=ZombieVolume38
  195. ZVolElevated=ZombieVolume45
  196. ZVolElevated=ZombieVolume46
  197. ZVolElevated=ZombieVolume56
  198. ZVolElevated=ZombieVolume62
  199. ZVolElevated=ZombieVolume63
  200. ZVolElevated=ZombieVolume74
  201. ZVolElevated=ZombieVolume82
  202. # Courtyard balcony spawns - easy to jump down, but prevent cheap spawns around a corner
  203. ZVolElevated=ZombieVolume138
  204. ZVolElevated=ZombieVolume139
  205. ZVolElevated=ZombieVolume141
  206. ZVolElevated=ZombieVolume143
  207. ZVolElevated=ZombieVolume161
  208. ZVolJumpable=ZombieVolume58
  209. ZVolJumpable=ZombieVolume60
  210. ZVolJumpable=ZombieVolume66
  211. ZVolDoors=(ZVol=ZombieVolume138,Door=KFDoorMover7)
  212. ZVolDoors=(ZVol=ZombieVolume139,Door=KFDoorMover7)
  213. ZVolDoors=(ZVol=ZombieVolume143,Door=KFDoorMover7)
  214. ZVolDoors=(ZVol=ZombieVolume161,Door=KFDoorMover7)
  215.  
  216. [KF-BioticsLab ScrnMapInfo]
  217. MaxZombiesOnce=32
  218. ZedEventNum=4
  219. FloorHeight=200
  220. FloorPenalty=0.5
  221. bResetSpawnDesirability=false
  222. ZVolHidden=ZombieVolume1
  223. ZVolHidden=ZombieVolume2
  224. ZVolHidden=ZombieVolume3
  225. ZVolHidden=ZombieVolume4
  226. ZVolHidden=ZombieVolume5
  227. ZVolHidden=ZombieVolume6
  228. ZVolHidden=ZombieVolume7
  229. ZVolHidden=ZombieVolume8
  230. ZVolHidden=ZombieVolume9
  231. ZVolHidden=ZombieVolume22
  232. ZVolHidden=ZombieVolume36
  233. # Vent spawns
  234. ZVolElevated=ZombieVolume2
  235. ZVolElevated=ZombieVolume7
  236. ZVolElevated=ZombieVolume9
  237. ZVolElevated=ZombieVolume22
  238. ZVolElevated=ZombieVolume36
  239. # block spawning at the map start if left or/and right doors are welded
  240. ZVolDoors=(ZVol=ZombieVolume10,Door=KFDoorMover21)
  241. ZVolDoors=(ZVol=ZombieVolume14,Door=KFDoorMover15)
  242. ZVolDoors=(ZVol=ZombieVolume14,Door=KFDoorMover21)
  243. ZVolDoors=(ZVol=ZombieVolume16,Door=KFDoorMover15)
  244. ZVolDoors=(ZVol=ZombieVolume18,Door=KFDoorMover15)
  245. ZVolDoors=(ZVol=ZombieVolume20,Door=KFDoorMover9)
  246.  
  247. [KF-Biohazard ScrnMapInfo]
  248.  
  249. [KF-Clandestine ScrnMapInfo]
  250. MaxZombiesOnce=32
  251. ZedEventNum=2
  252. XPBonusMult=1.25
  253.  
  254. [KF-Crash ScrnMapInfo]
  255. MaxZombiesOnce=32
  256.  
  257. [KF-Departed ScrnMapInfo]
  258. MaxZombiesOnce=32
  259.  
  260. [KF-EvilSantasLair ScrnMapInfo]
  261. ZedEventNum=3
  262. XPBonusMult=1.25
  263. # TODO: The list is not completed. Added a few spawns near classic camping spots
  264. ZVolHidden=ZombieVolume13
  265. ZVolHidden=ZombieVolume23
  266. ZVolHidden=ZombieVolume36
  267. ZVolHidden=ZombieVolume86
  268. ZVolHidden=ZombieVolume151
  269. ZVolHidden=ZombieVolume193
  270. ZVolHidden=ZombieVolume205
  271. ZVolHidden=ZombieVolume206
  272. ZVolHidden=ZombieVolume207
  273. ZVolHidden=ZombieVolume208
  274. ZVolHidden=ZombieVolume209
  275. ZVolHidden=ZombieVolume210
  276. ZVolHidden=ZombieVolume211
  277. ZVolHidden=ZombieVolume212
  278. ZVolHidden=ZombieVolume213
  279. ZVolHidden=ZombieVolume214
  280. ZVolHidden=ZombieVolume215
  281. ZVolHidden=ZombieVolume216
  282. ZVolHidden=ZombieVolume222
  283. ZVolHidden=ZombieVolume240
  284. GuardianLight=100
  285. # Stinky Clot may take a shortcut through a zed path (inaccessible by players) to KFAmmoPickup15, leading to
  286. # an almost certain wipe.
  287. FTGBadAmmo=KFAmmoPickup15
  288.  
  289. [KF-Farm ScrnMapInfo]
  290. ZedSpawnMaxDist=4000
  291. ZedEventNum=4
  292. FloorPenalty=0
  293.  
  294. [KF-FilthsCross ScrnMapInfo]
  295.  
  296. [KF-Forgotten ScrnMapInfo]
  297. FloorPenalty=0
  298.  
  299. [KF-Foundry ScrnMapInfo]
  300. # Foundry has two spawning volumes in the garden outside the spawn with SpawnDesirability=5000 and
  301. # bNoZAxisDistPenalty=True. Thats why zeds keep spawning at the spawn despite the players are camping on L3.
  302. # Enabling bHighGround and bResetSpawnDesirability fixes the issues
  303. ZedSpawnMaxDist=1500
  304. FloorPenalty=0.5
  305. FloorHeight=256
  306. ElevatedSpawnMinZ=64
  307. bHighGround=true
  308. bResetSpawnDesirability=true
  309. ZVolHidden=ZombieVolume20
  310. ZVolHidden=ZombieVolume27
  311. ZVolHidden=ZombieVolume48
  312. ZVolHidden=ZombieVolume49
  313. ZVolHidden=ZombieVolume53
  314. ZVolHidden=ZombieVolume57
  315. ZVolElevated=ZombieVolume49
  316. ZVolElevated=ZombieVolume53
  317. # ZV57 is on the bottom-right of the Control Room. It is not jumpable, but we want zeds to spawn here if zeds are
  318. # if zeds are camping nearby. The same applies to ZV48 which is next to stairs to reach higher ground, and
  319. # ZV36 on L2 near pipes to L3.
  320. ZVolJumpable=ZombieVolume36
  321. ZVolJumpable=ZombieVolume48
  322. ZVolJumpable=ZombieVolume57
  323.  
  324. [KF-FrightYard ScrnMapInfo]
  325. # there are 397 ZV on the map. The more we disable, the better.
  326. ZVolDisableTime=30
  327. ZedEventNum=2
  328. FloorPenalty=0.15
  329. bHighGround=true
  330. FTGBadAmmo=KFAmmoPickup21
  331.  
  332. [KF-Hell ScrnMapInfo]
  333. ZedSpawnMaxDist=1200
  334. bHighGround=true
  335.  
  336. [KF-Hellride ScrnMapInfo]
  337. MaxZombiesOnce=32
  338. ZedEventNum=1
  339.  
  340. [KF-HillbillyHorror ScrnMapInfo]
  341. MaxZombiesOnce=32
  342. ZedEventNum=2
  343. FloorPenalty=0.15
  344.  
  345. [KF-Hospitalhorrors ScrnMapInfo]
  346. # 2nd floor is only 240u above the ground floor, so FloorPenalty will be halved
  347. # However, we reduce going to/from the roof, which is 720u above the 2nd floor
  348. ZedSpawnMaxDist=1500
  349. FloorPenalty=0.6
  350. FloorHeight=600
  351. ElevatedSpawnMinZ=100
  352. ElevatedSpawnMaxZ=512
  353. # Spawns at the very map start. There are plenty of hidden spawns nearby
  354. ZVolBad=ZombieVolume1
  355. ZVolBad=ZombieVolume2
  356. ZVolBad=ZombieVolume51
  357. ZVolBad=ZombieVolume64
  358. ZVolBad=ZombieVolume65
  359. # Nursery room. If players camp in the corner, they cover both entranced to the room.
  360. # Zeds have nowhere to come from there.
  361. ZVolBad=ZombieVolume177
  362. ZVolBad=ZombieVolume178
  363. ZVolBad=ZombieVolume179
  364. ZVolBad=ZombieVolume180
  365. ZVolBad=ZombieVolume181
  366. # "U" room on the path to the roof
  367. ZVolBad=ZombieVolume203
  368. ZVolBad=ZombieVolume204
  369. # disable cheap spawns around helicopter
  370. ZVolBad=ZombieVolume217
  371. ZVolBad=ZombieVolume218
  372. ZVolBad=ZombieVolume219
  373. ZVolBad=ZombieVolume221
  374. ZVolHidden=ZombieVolume5
  375. ZVolHidden=ZombieVolume19
  376. ZVolHidden=ZombieVolume21
  377. ZVolHidden=ZombieVolume52
  378. ZVolHidden=ZombieVolume53
  379. ZVolHidden=ZombieVolume54
  380. ZVolHidden=ZombieVolume58
  381. ZVolHidden=ZombieVolume61
  382. ZVolHidden=ZombieVolume100
  383. ZVolHidden=ZombieVolume101
  384. ZVolHidden=ZombieVolume213
  385. ZVolElevated=ZombieVolume7
  386. ZVolElevated=ZombieVolume11
  387. ZVolElevated=ZombieVolume19
  388. # Windows spawns at map start
  389. ZVolJumpable=ZombieVolume21
  390. ZVolJumpable=ZombieVolume53
  391. ZVolJumpable=ZombieVolume54
  392. # Surgery room. Prevents spawns if doors are welded.
  393. ZVolDoors=(ZVol=ZombieVolume155,Door=KFDoorMover39)
  394. ZVolDoors=(ZVol=ZombieVolume156,Door=KFDoorMover39)
  395. ZVolDoors=(ZVol=ZombieVolume157,Door=KFDoorMover39)
  396. ZVolDoors=(ZVol=ZombieVolume158,Door=KFDoorMover39)
  397. ZVolDoors=(ZVol=ZombieVolume159,Door=KFDoorMover39)
  398. ZVolDoors=(ZVol=ZombieVolume160,Door=KFDoorMover39)
  399. ZVolDoors=(ZVol=ZombieVolume161,Door=KFDoorMover39)
  400. ZVolDoors=(ZVol=ZombieVolume162,Door=KFDoorMover39)
  401. ZVolDoors=(ZVol=ZombieVolume163,Door=KFDoorMover39)
  402. ZVolDoors=(ZVol=ZombieVolume164,Door=KFDoorMover39)
  403. ZVolDoors=(ZVol=ZombieVolume155,Door=KFDoorMover41)
  404. ZVolDoors=(ZVol=ZombieVolume156,Door=KFDoorMover41)
  405. ZVolDoors=(ZVol=ZombieVolume157,Door=KFDoorMover41)
  406. ZVolDoors=(ZVol=ZombieVolume158,Door=KFDoorMover41)
  407. ZVolDoors=(ZVol=ZombieVolume159,Door=KFDoorMover41)
  408. ZVolDoors=(ZVol=ZombieVolume160,Door=KFDoorMover41)
  409. ZVolDoors=(ZVol=ZombieVolume161,Door=KFDoorMover41)
  410. ZVolDoors=(ZVol=ZombieVolume162,Door=KFDoorMover41)
  411. ZVolDoors=(ZVol=ZombieVolume163,Door=KFDoorMover41)
  412. ZVolDoors=(ZVol=ZombieVolume164,Door=KFDoorMover41)
  413.  
  414. [KF-Icebreaker ScrnMapInfo]
  415. bHighGround=true
  416.  
  417. [KF-IceCave ScrnMapInfo]
  418. MaxZombiesOnce=32
  419. ZedEventNum=3
  420. GuardianLight=100
  421.  
  422. [KF-Manor ScrnMapInfo]
  423. MaxZombiesOnce=32
  424. ZedEventNum=4
  425. FloorPenalty=0
  426.  
  427. [KF-MoonBase ScrnMapInfo]
  428. FloorHeight=512
  429.  
  430. [KF-MountainPass ScrnMapInfo]
  431. FloorHeight=512
  432. bHighGround=true
  433. bResetSpawnDesirability=true
  434. ZVolBad=ZombieVolume8
  435. ZVolBad=ZombieVolume28
  436. ZVolBad=ZombieVolume85
  437. ZVolHidden=ZombieVolume18
  438. ZVolJumpable=ZombieVolume4
  439. ZVolJumpable=ZombieVolume23
  440. ZVolJumpable=ZombieVolume156
  441. ZVolJumpable=ZombieVolume10
  442. ZVolJumpable=ZombieVolume11
  443. ZVolJumpable=ZombieVolume24
  444. ZVolJumpable=ZombieVolume22
  445. ZVolDoors=(ZVol=ZombieVolume5,Door=KFDoorMover3)
  446. ZVolDoors=(ZVol=ZombieVolume5,Door=KFDoorMover21)
  447.  
  448. [KF-NightAngkor-SE ScrnMapInfo]
  449. bHighGround = true
  450.  
  451. [KF-Offices ScrnMapInfo]
  452. MaxZombiesOnce=32
  453. FloorPenalty=0.6
  454. FloorHeight=450
  455. ElevatedSpawnMinZ=160
  456. ZedEventNum=4
  457. ZVolBad=ZombieVolume25
  458. ZVolHidden=ZombieVolume0
  459. ZVolHidden=ZombieVolume3
  460. ZVolHidden=ZombieVolume5
  461. ZVolHidden=ZombieVolume7
  462. ZVolHidden=ZombieVolume9
  463. ZVolHidden=ZombieVolume15
  464. ZVolHidden=ZombieVolume19
  465. ZVolHidden=ZombieVolume35
  466. ZVolElevated=ZombieVolume3
  467. ZVolElevated=ZombieVolume5
  468. ZVolElevated=ZombieVolume9
  469. ZVolElevated=ZombieVolume15
  470. # 23 and 31 are normal volumes on 2nd floor, but we sacrifise them for jumping down to the ground floor
  471. # Note that those spawns will not be use if players are camping on the 2nd floor or higher
  472. ZVolElevated=ZombieVolume23
  473. ZVolElevated=ZombieVolume31
  474. ZVolDoors=(ZVol=ZombieVolume4,Door=KFDoorMover24)
  475. ZVolDoors=(ZVol=ZombieVolume36,Door=KFDoorMover21)
  476.  
  477. [KF-ScrnTestGrounds ScrnMapInfo]
  478. MaxZombiesOnce=32
  479. bTestMap=true
  480.  
  481. [KF-SirensBelch ScrnMapInfo]
  482.  
  483. [KF-Steamland ScrnMapInfo]
  484. ZedEventNum=1
  485. FloorPenalty=0
  486.  
  487. [KF-Suburbia ScrnMapInfo]
  488. FloorPenalty=0.10
  489. bHighGround=true
  490.  
  491. [KF-ThrillsChills ScrnMapInfo]
  492. ZedEventNum=3
  493. FloorPenalty=0
  494.  
  495. [KF-Transit ScrnMapInfo]
  496. bHighGround=true
  497.  
  498. [KF-Waterworks ScrnMapInfo]
  499. FloorHeight=400
  500. FloorPenalty=0.30
  501. ElevatedSpawnMinZ=128
  502. ElevatedSpawnMaxZ=512
  503. ZVolBad=ZombieVolume54
  504. ZVolBad=ZombieVolume67
  505. ZVolBad=ZombieVolume72
  506. ZVolBad=ZombieVolume81
  507. ZVolBad=ZombieVolume82
  508. ZVolBad=ZombieVolume83
  509. ZVolBad=ZombieVolume90
  510. ZVolHidden=ZombieVolume1
  511. ZVolHidden=ZombieVolume4
  512. ZVolHidden=ZombieVolume12
  513. ZVolHidden=ZombieVolume13
  514. ZVolHidden=ZombieVolume14
  515. ZVolHidden=ZombieVolume15
  516. ZVolHidden=ZombieVolume16
  517. ZVolHidden=ZombieVolume66
  518. ZVolElevated=ZombieVolume1
  519. ZVolElevated=ZombieVolume4
  520. ZVolElevated=ZombieVolume8
  521. ZVolElevated=ZombieVolume12
  522. ZVolElevated=ZombieVolume13
  523. ZVolElevated=ZombieVolume14
  524. ZVolElevated=ZombieVolume15
  525. ZVolElevated=ZombieVolume16
  526. ZVolElevated=ZombieVolume66
  527. ZVolElevated=ZombieVolume94
  528. ZVolElevated=ZombieVolume95
  529. ZVolElevated=ZombieVolume96
  530. ZVolDoors=(ZVol=ZombieVolume58,Door=KFDoorMover0)
  531. ZVolDoors=(ZVol=ZombieVolume92,Door=KFDoorMover7)
  532. ZVolDoors=(ZVol=ZombieVolume58,Door=KFDoorMover0)
  533. ZVolDoors=(ZVol=ZombieVolume92,Door=KFDoorMover7)
  534. ZVolDoors=(ZVol=ZombieVolume80,Door=KFDoorMover5)
  535.  
  536. [KF-WestLondon ScrnMapInfo]
  537. MaxZombiesOnce=32
  538. ZedEventNum=4
  539. FloorPenalty=0
  540. ZVolHidden=ZombieVolume1
  541. ZVolHidden=ZombieVolume2
  542. ZVolHidden=ZombieVolume4
  543. ZVolHidden=ZombieVolume5
  544. ZVolHidden=ZombieVolume6
  545. ZVolHidden=ZombieVolume7
  546. ZVolHidden=ZombieVolume8
  547. ZVolHidden=ZombieVolume9
  548. ZVolHidden=ZombieVolume10
  549. ZVolHidden=ZombieVolume12
  550. ZVolHidden=ZombieVolume24
  551. ZVolHidden=ZombieVolume34
  552.  
  553. [KF-Wyre ScrnMapInfo]
  554.  
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