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- # Per-map settings in [<mapname> ScrnMapInfo] object formap
- # N.B. Map name gets checked in MapAliases before loading this file (see ScrnBalanceSrv.ini)
- #
- # MapInfo list is far from complete! Please contribute eiter via:
- # git: https://github.com/poosh/KF-ScrnBalance/blob/master/ScrnWaves.ini
- # or Steam Group: https://steamcommunity.com/groups/ScrNBalance
- #
- # -----------------------------------------------------------------------------------------
- # General Settings:
- # -----------------------------------------------------------------------------------------
- # MaxZombiesOnce Max numbers of specimens, which can exist on the map at the same time.
- # Default=0 - use default setting. Cannot be set below 16.
- # WaveSpawnPeriod Number of seconds between zed squad spawns. Base value that will get modified by various settings.
- # Default=0 - use KFLevelRules.WaveSpawnPeriod from the map.
- # XPBonusMult End game bonus multiplier for winning the map.
- # Default=1.0
- # Set it to 0..1.0 for eaasier maps and > 1.0 for harder ones.
- # ZedEventNum Force event zeds for this map. See bForceEvent in ScrnBalanceSrv.ini for details.
- # Default=0 - do not force the event.
- # This value is ignored if either:
- # - bForceEvent=False or EvenNum>0 in ScrnBalanceSrv.ini
- # - bAllowZedEvents=false in ScrnGames.ini
- # bTestMap Set it to true if this is a test map. Test maps block achievement progress but allow extra
- # privileges to non-admin players like spawning zeds via MUTATE ZED FP SPAWN or always perk changing.
- # -----------------------------------------------------------------------------------------
- # Zed Spawn / ZombieVolume Control (requires ScrnGameType or descendants (TSC, FTG, etc.))
- # -----------------------------------------------------------------------------------------
- # ZVolDisableTime Time in seconds to disable a zombie volume for if a player sees or enters it.
- # Default = 10, meaning that zeds cannot spawn in the volume at least for 10s after the last time
- # a player saw it. Keep in mind that every ZombieVolume has TouchDisableTime property which means
- # the same. The game uses max value, i.e., max(ZVolDisableTime, ZombieVolume.TouchDisableTime)
- # ZedSpawnMaxDist Maximum RECOMMENDED distance from players to spawn zeds (+600uu).
- # When choosing a zombie volume to spawn zeds, the distance to player(-s) is used for volume rating.
- # Minimum distance is 600uu (12m). ZedSpawnMaxDist is the value beyond the minimum.
- # 1 KF meter = 50uu, which realistically is wrong unless all players are dwarfs.
- # Default = 2000, meaning that most zeds will spawn 600-2600uu or 12-52m away from the players.
- # The minimum distance cannot be configured - it may change from various game aspects,
- # e.g., spawn intensity or MVOTE BORING.
- # Within the minumum distance (12m by default) distance rating is always 100%.
- # Then it starts linearly decrease down to 0% at ZedSpawnMaxDist (and may go negative too)
- # For example, zombie volume in 20m (1000uu) from the players gets rating:
- # 100% - (1000 - 600) / 2000 = 80%
- # or at 32m (1600uu): 100% - (1600 - 600) / 2000 = 50%
- # Zed volume with the best rating gets chosen for the next zed spawn, but beside distance, there are
- # other rating parameters, such as spawn cooldown, game settings, RNG, etc.
- # FloorHeight The height of one floor in multi-floor buildings.
- # Default = 256 (uu)
- # Pro-Tip: A proper way to calculate FloorHeight is taking two path nodes on subsequent floors
- # and subtracting their Location.Z values.
- # ElevatedSpawnMinZ Allows fine-tuning minumum and maximum Z distance between ZVolElevated and the player.
- # ElevatedSpawnMaxZ By default, if not set (0), ElevatedSpawnMinZ=FloorHeight/2, and ElevatedSpawnMaxZ=FloorHeight*2.
- # FloorPenalty FloorPenalty affect the distance rating if the player is not on the same floor as the zombie volume.
- # Default = 0.30 - meaning 30% of distance rating reduction for volumes on different floors.
- # "On a different floor" means Z difference between the player and volume > FloorHeight.
- # Otherwise, floor penalty is applied proportionally to Z difference (ZDif/FloorPenalty)
- # Pro-Tip: Increase FloorPenalty on maps where it is hard/slow to get from one floor to another (Offices).
- # Decrease FloorPenalty if getting higher is quote easy (HillbillyHorror) or there are there are
- # "holes" in between. For instance, containers on FrightYard - if players are camping on top of a
- # container, then spawning zeds on another container away from it (but on "the same floor") is
- # counter-productive, since zeds need to get down first, then get up to the player's container.
- # Spawning zeds closer but on the lower ground ("different floor") makes them get to players faster.
- # Set FloorHeight=0 for single-floor levels. There still be major Z differences but no multi-floor
- # buildings, undergrounds, etc. For instance, WestLondon is a single floor map. while there are
- # tunnes, players cannot walk only though the tunnet, not abovve it (i.e., single floor from the
- # player perspective.). And there is nothing above the police underground.
- # However, the same cannot be aplied on Wyre, which has an underground system under the hill.
- # bHighGround Prefers spawning on high ground over the low ground. If enabled, FloorPenalty gets applied only
- # on zombie volumes BELOW the players, not vice versa.
- # Default = false, meaning that FloorPenalty gets applied in both ways.
- # WARNING! bHighGround=yes resets all zombie volumes to bNoZAxisDistPenalty=false. However, you can
- # restore the flag by adding low-ground volumes to ZVolJumpable if there is an easy path to a
- # high ground from there.
- # Pro-Tip: Enable bHighGround only if ALL higher zombie volumes within ZedSpawnMaxDist have easy/fast access
- # to the players. If there are a few exceptions (like a spawn on top of the elevator shaft dropping
- # zeds down to a basement), you can disable those volumes by adding to ZVolBad.
- # bResetSpawnDesirability - each zombie volume has SpawnDesirability rating, 3000 by default (a random nonsense number)
- # Level designers can modify SpawnDesirability to boost or lower spawns in specific volumes.
- # Which would make sense if they know what they are doing (but they usually don't).
- # Set bResetSpawnDesirability=true to set the default SpawnDesirability=3000 to all zombie volumes.
- # ZVolBad List of bad zombie volumes which are either broken (zed gets stuck there)
- # or stupid (e.g., spawn in front of players).
- # ScrnGameType does not spawn zeds in bad volumes.
- # ZVolHidden List of zombie volumes that are hidden from players: players cannot see, neither reach them.
- # Usually, those volumes are placed behind a barricate around a corner to simulate zed invasion from
- # the outer world (outside the map). Such volumes need bAllowPlainSightSpawns=True to be set.
- # Unfortunately, lazy level designers do not bother with setting bAllowPlainSightSpawns flag.
- # Adding a zombie volume to ZVolHidden forces its bAllowPlainSightSpawns=True, which has two benefits:
- # 1. Reduces server CPU load by eliminating visibility checks.
- # 2. Bypasses MinDistanceToPlayer check - prevent players from blocking spawns by standing nearby.
- # Remember that those volumes are meant to be entry points from the outside world,
- # not the on-the-map shortcut spawns.
- # WARNING! Must be absolutely sure that players cannot see hidden volumes from any viewing angle.
- # ZVolElevated These spawns are elevated from the ground in unreachable by players places (roof, ceiling, vents...)
- # Marking them elevated removes Z distance check in volume rating (sets bNoZAxisDistPenalty=true),
- # while requiring the player to be BELOW the volume. Elevated spawns are not used if the player is
- # above or at the same Z position as the volume. For example, the bottom floor vent spawn on
- # BioticsLab (ZombieVolume2) is one of the closest to the start (XY-wise), and was picked very often,
- # desptite having one of the longest path to the map start. Adding it to ZVolElevated fixes the issues,
- # making zeds spawn there only if players are on the bottom floor.
- # Elevated spawn is NOT used if the player is TWO or MORE FLOORS beneath it (2*FloorHeight)
- # ZVolJumpable Similar to ZVolElevated but without the high ground requirement. Sets bNoZAxisDistPenalty=true.
- # Use it instead of elevated if there is a jump spot nearby, or other easy access to upper levels.
- # Jumpable volumes completely ignore Z axis in distance calculation.
- # ZVolDoors Prevents spawning zeds in a volume, if the specified doors (KFDoorMover actors) are welded.
- # A classic example: the start on BioticsLab. If both doors on the left and right are welded, then
- # there is no place for zeds to come from. Nonetheless, they do spawn if players move slightly forward
- # and break LoS.
- # Rule of thumb: if there is a door between a hidden spawn(-s) and the current one,
- # add it to ZVolDoors. Maybe it slightly slowers the spawn rate, but improves immersion.
- # -----------------------------------------------------------------------------------------
- # Stinky Clot Control (FTG-only)
- # -----------------------------------------------------------------------------------------
- # GuardianLight Allows adjusting light brightness of TSC/FTG Base Guardian.
- # Default = 0 - keep the default brightness (150). Value range: 0..255.
- # FTGTargetsPerWave Number of targets (usually, ammo boxes) for Stinky Clot to visit before going to the trader.
- # Default=3. Increase for smaller maps (where reaching targets is faster)l decrease for big maps.
- # Setting FTGTargetsPerWave does not limit Stinky's ability to spawn ammo boxes on its way.
- # For instance, there could be only one target, but 5 ammo boxes on the way. Stinky will spawn all 5.
- # FTGTargetsPerWave is ignored if the next wave has no trader.
- # FTGBadAmmo List of bad targets (KFAmmoPickup objects) where Stinky Clot gets stuck or behaves weird.
- # FTG makes sure that Stinky Clot will never pick a bad target as a walk destination.
- # However, he may still get there unintentionally if the target is on the way while moving elsewhere.
- # FTGTargets A list of navigation points (PathNode, Teleporter, PlayerStart, etc.) for Stinky Clot to navigate.
- # If the map has way too little ammo boxes, or there are interesting places to visit without ammo
- # boxes, you may add it to FTGTargets.
- # bReplaceFTGTargets if true, completely replaces all ammo box targets with the ones defined in FTGTargets.
- # Default = false, meaning that FTGTargets get added to the existing lists of ammo boxes.
- # FTGPaths Allows redirecting paths for Stinky Clot by adding a path node(-s) in-between. For example:
- # FTGPaths=(From=PathNode10,To=PathNode20,Via[0]=PathNode1,Via[1]=PathNode2,Via[2]=PathNode3)
- # ensures that Stinky Clot does not go from PathNode10 straightly to PathNode20, but goes:
- # PathNode10 => PathNode1 => PathNode2 => PathNode3 => PathNode20
- # Paths are NOT BIDIRECTIONAL, i.e., in the above example Stinky Clot will still go from PathNode20
- # back to PathNode10 directly. Though, you can add the opposite path manually:
- # FTGPaths=(From=PathNode20,To=PathNode10,Via[0]=PathNode3,Via[1]=PathNode2,Via[2]=PathNode1)
- # It is also possible to define different paths for opposite directions:
- # FTGPaths=(From=PathNode10,To=PathNode20,Via[0]=PathNode5)
- # FTGPaths=(From=PathNode20,To=PathNode10,Via[0]=PathNode6)
- # Multipath or recursive paths are NOT supported. You can set up to 3 intermediate (Via) path nodes.
- # Generic paths are possible, where you set only one of (From,To) values.
- # The next example makes sure that Stinky Clot goes to PathNode5, then PathNode6, every time he
- # departs from PathNode10 - no matter of the target destination:
- # FTGPaths=(From=PathNode10,Via[0]=PathNode5,Via[1]=PathNode6)
- # Stinky Clot visits PathNode6 => PathNode7 => PathNode8 before going to PathNode20:
- # FTGPaths=(To=PathNode20,Via[0]=PathNode6,Via[1]=PathNode7,Via[1]=PathNode8)
- # Stinky Clot is smart enough to combine both the above example together when going from
- # PathNode10 to PathNode20:
- # PathNode10 => PathNode5 => PathNode6 => PathNode7 => PathNode8 => PathNode20
- # Specific paths (that have both From+To) have higher priority than the generic ones.
- # In the next example, Stinky usualy leaves PathNode30 via PathNode31, except when he travels
- # to PathNode40, where he goes via PathNode50 instead.
- # FTGPaths=(From=PathNode30,Via[0]=PathNode31)
- # FTGPaths=(From=PathNode30,To=PathNode40,Via[0]=PathNode50)
- # Pro-Tip: Actually, KFAmmoPickup never is a Stinky Clot's direct target - he moves to the closest visible
- # path node instead. Set bDebugStinkyPath=True under [ScrnBalanceSrv.FtgGame] in KillingFloor.ini
- # to log the actual paths.
- # *****************************************************************************************
- # TODO: All maps missing ZVolHidden are incomplete. Please contribute!
- [KF-AbusementPark ScrnMapInfo]
- ZedEventNum=1
- XPBonusMult=1.25
- [KF-Aperture ScrnMapInfo]
- FloorPenalty=0.1
- [KF-Bedlam ScrnMapInfo]
- # Originally, Bedlam has 4.0, which is way too slow
- WaveSpawnPeriod=3.0
- ZVolBad=ZombieVolume39
- ZVolBad=ZombieVolume43
- ZVolBad=ZombieVolume70
- ZVolHidden=ZombieVolume9
- ZVolHidden=ZombieVolume11
- ZVolHidden=ZombieVolume18
- ZVolHidden=ZombieVolume22
- ZVolHidden=ZombieVolume27
- ZVolHidden=ZombieVolume36
- ZVolHidden=ZombieVolume44
- ZVolHidden=ZombieVolume45
- ZVolHidden=ZombieVolume54
- ZVolHidden=ZombieVolume63
- ZVolHidden=ZombieVolume76
- ZVolHidden=ZombieVolume79
- ZVolHidden=ZombieVolume94
- ZVolHidden=ZombieVolume158
- ZVolHidden=ZombieVolume169
- ZVolElevated=ZombieVolume5
- ZVolElevated=ZombieVolume19
- ZVolElevated=ZombieVolume24
- ZVolElevated=ZombieVolume33
- ZVolElevated=ZombieVolume36
- ZVolElevated=ZombieVolume38
- ZVolElevated=ZombieVolume45
- ZVolElevated=ZombieVolume46
- ZVolElevated=ZombieVolume56
- ZVolElevated=ZombieVolume62
- ZVolElevated=ZombieVolume63
- ZVolElevated=ZombieVolume74
- ZVolElevated=ZombieVolume82
- # Courtyard balcony spawns - easy to jump down, but prevent cheap spawns around a corner
- ZVolElevated=ZombieVolume138
- ZVolElevated=ZombieVolume139
- ZVolElevated=ZombieVolume141
- ZVolElevated=ZombieVolume143
- ZVolElevated=ZombieVolume161
- ZVolJumpable=ZombieVolume58
- ZVolJumpable=ZombieVolume60
- ZVolJumpable=ZombieVolume66
- ZVolDoors=(ZVol=ZombieVolume138,Door=KFDoorMover7)
- ZVolDoors=(ZVol=ZombieVolume139,Door=KFDoorMover7)
- ZVolDoors=(ZVol=ZombieVolume143,Door=KFDoorMover7)
- ZVolDoors=(ZVol=ZombieVolume161,Door=KFDoorMover7)
- [KF-BioticsLab ScrnMapInfo]
- MaxZombiesOnce=32
- ZedEventNum=4
- FloorHeight=200
- FloorPenalty=0.5
- bResetSpawnDesirability=false
- ZVolHidden=ZombieVolume1
- ZVolHidden=ZombieVolume2
- ZVolHidden=ZombieVolume3
- ZVolHidden=ZombieVolume4
- ZVolHidden=ZombieVolume5
- ZVolHidden=ZombieVolume6
- ZVolHidden=ZombieVolume7
- ZVolHidden=ZombieVolume8
- ZVolHidden=ZombieVolume9
- ZVolHidden=ZombieVolume22
- ZVolHidden=ZombieVolume36
- # Vent spawns
- ZVolElevated=ZombieVolume2
- ZVolElevated=ZombieVolume7
- ZVolElevated=ZombieVolume9
- ZVolElevated=ZombieVolume22
- ZVolElevated=ZombieVolume36
- # block spawning at the map start if left or/and right doors are welded
- ZVolDoors=(ZVol=ZombieVolume10,Door=KFDoorMover21)
- ZVolDoors=(ZVol=ZombieVolume14,Door=KFDoorMover15)
- ZVolDoors=(ZVol=ZombieVolume14,Door=KFDoorMover21)
- ZVolDoors=(ZVol=ZombieVolume16,Door=KFDoorMover15)
- ZVolDoors=(ZVol=ZombieVolume18,Door=KFDoorMover15)
- ZVolDoors=(ZVol=ZombieVolume20,Door=KFDoorMover9)
- [KF-Biohazard ScrnMapInfo]
- [KF-Clandestine ScrnMapInfo]
- MaxZombiesOnce=32
- ZedEventNum=2
- XPBonusMult=1.25
- [KF-Crash ScrnMapInfo]
- MaxZombiesOnce=32
- [KF-Departed ScrnMapInfo]
- MaxZombiesOnce=32
- [KF-EvilSantasLair ScrnMapInfo]
- ZedEventNum=3
- XPBonusMult=1.25
- # TODO: The list is not completed. Added a few spawns near classic camping spots
- ZVolHidden=ZombieVolume13
- ZVolHidden=ZombieVolume23
- ZVolHidden=ZombieVolume36
- ZVolHidden=ZombieVolume86
- ZVolHidden=ZombieVolume151
- ZVolHidden=ZombieVolume193
- ZVolHidden=ZombieVolume205
- ZVolHidden=ZombieVolume206
- ZVolHidden=ZombieVolume207
- ZVolHidden=ZombieVolume208
- ZVolHidden=ZombieVolume209
- ZVolHidden=ZombieVolume210
- ZVolHidden=ZombieVolume211
- ZVolHidden=ZombieVolume212
- ZVolHidden=ZombieVolume213
- ZVolHidden=ZombieVolume214
- ZVolHidden=ZombieVolume215
- ZVolHidden=ZombieVolume216
- ZVolHidden=ZombieVolume222
- ZVolHidden=ZombieVolume240
- GuardianLight=100
- # Stinky Clot may take a shortcut through a zed path (inaccessible by players) to KFAmmoPickup15, leading to
- # an almost certain wipe.
- FTGBadAmmo=KFAmmoPickup15
- [KF-Farm ScrnMapInfo]
- ZedSpawnMaxDist=4000
- ZedEventNum=4
- FloorPenalty=0
- [KF-FilthsCross ScrnMapInfo]
- [KF-Forgotten ScrnMapInfo]
- FloorPenalty=0
- [KF-Foundry ScrnMapInfo]
- # Foundry has two spawning volumes in the garden outside the spawn with SpawnDesirability=5000 and
- # bNoZAxisDistPenalty=True. Thats why zeds keep spawning at the spawn despite the players are camping on L3.
- # Enabling bHighGround and bResetSpawnDesirability fixes the issues
- ZedSpawnMaxDist=1500
- FloorPenalty=0.5
- FloorHeight=256
- ElevatedSpawnMinZ=64
- bHighGround=true
- bResetSpawnDesirability=true
- ZVolHidden=ZombieVolume20
- ZVolHidden=ZombieVolume27
- ZVolHidden=ZombieVolume48
- ZVolHidden=ZombieVolume49
- ZVolHidden=ZombieVolume53
- ZVolHidden=ZombieVolume57
- ZVolElevated=ZombieVolume49
- ZVolElevated=ZombieVolume53
- # ZV57 is on the bottom-right of the Control Room. It is not jumpable, but we want zeds to spawn here if zeds are
- # if zeds are camping nearby. The same applies to ZV48 which is next to stairs to reach higher ground, and
- # ZV36 on L2 near pipes to L3.
- ZVolJumpable=ZombieVolume36
- ZVolJumpable=ZombieVolume48
- ZVolJumpable=ZombieVolume57
- [KF-FrightYard ScrnMapInfo]
- # there are 397 ZV on the map. The more we disable, the better.
- ZVolDisableTime=30
- ZedEventNum=2
- FloorPenalty=0.15
- bHighGround=true
- FTGBadAmmo=KFAmmoPickup21
- [KF-Hell ScrnMapInfo]
- ZedSpawnMaxDist=1200
- bHighGround=true
- [KF-Hellride ScrnMapInfo]
- MaxZombiesOnce=32
- ZedEventNum=1
- [KF-HillbillyHorror ScrnMapInfo]
- MaxZombiesOnce=32
- ZedEventNum=2
- FloorPenalty=0.15
- [KF-Hospitalhorrors ScrnMapInfo]
- # 2nd floor is only 240u above the ground floor, so FloorPenalty will be halved
- # However, we reduce going to/from the roof, which is 720u above the 2nd floor
- ZedSpawnMaxDist=1500
- FloorPenalty=0.6
- FloorHeight=600
- ElevatedSpawnMinZ=100
- ElevatedSpawnMaxZ=512
- # Spawns at the very map start. There are plenty of hidden spawns nearby
- ZVolBad=ZombieVolume1
- ZVolBad=ZombieVolume2
- ZVolBad=ZombieVolume51
- ZVolBad=ZombieVolume64
- ZVolBad=ZombieVolume65
- # Nursery room. If players camp in the corner, they cover both entranced to the room.
- # Zeds have nowhere to come from there.
- ZVolBad=ZombieVolume177
- ZVolBad=ZombieVolume178
- ZVolBad=ZombieVolume179
- ZVolBad=ZombieVolume180
- ZVolBad=ZombieVolume181
- # "U" room on the path to the roof
- ZVolBad=ZombieVolume203
- ZVolBad=ZombieVolume204
- # disable cheap spawns around helicopter
- ZVolBad=ZombieVolume217
- ZVolBad=ZombieVolume218
- ZVolBad=ZombieVolume219
- ZVolBad=ZombieVolume221
- ZVolHidden=ZombieVolume5
- ZVolHidden=ZombieVolume19
- ZVolHidden=ZombieVolume21
- ZVolHidden=ZombieVolume52
- ZVolHidden=ZombieVolume53
- ZVolHidden=ZombieVolume54
- ZVolHidden=ZombieVolume58
- ZVolHidden=ZombieVolume61
- ZVolHidden=ZombieVolume100
- ZVolHidden=ZombieVolume101
- ZVolHidden=ZombieVolume213
- ZVolElevated=ZombieVolume7
- ZVolElevated=ZombieVolume11
- ZVolElevated=ZombieVolume19
- # Windows spawns at map start
- ZVolJumpable=ZombieVolume21
- ZVolJumpable=ZombieVolume53
- ZVolJumpable=ZombieVolume54
- # Surgery room. Prevents spawns if doors are welded.
- ZVolDoors=(ZVol=ZombieVolume155,Door=KFDoorMover39)
- ZVolDoors=(ZVol=ZombieVolume156,Door=KFDoorMover39)
- ZVolDoors=(ZVol=ZombieVolume157,Door=KFDoorMover39)
- ZVolDoors=(ZVol=ZombieVolume158,Door=KFDoorMover39)
- ZVolDoors=(ZVol=ZombieVolume159,Door=KFDoorMover39)
- ZVolDoors=(ZVol=ZombieVolume160,Door=KFDoorMover39)
- ZVolDoors=(ZVol=ZombieVolume161,Door=KFDoorMover39)
- ZVolDoors=(ZVol=ZombieVolume162,Door=KFDoorMover39)
- ZVolDoors=(ZVol=ZombieVolume163,Door=KFDoorMover39)
- ZVolDoors=(ZVol=ZombieVolume164,Door=KFDoorMover39)
- ZVolDoors=(ZVol=ZombieVolume155,Door=KFDoorMover41)
- ZVolDoors=(ZVol=ZombieVolume156,Door=KFDoorMover41)
- ZVolDoors=(ZVol=ZombieVolume157,Door=KFDoorMover41)
- ZVolDoors=(ZVol=ZombieVolume158,Door=KFDoorMover41)
- ZVolDoors=(ZVol=ZombieVolume159,Door=KFDoorMover41)
- ZVolDoors=(ZVol=ZombieVolume160,Door=KFDoorMover41)
- ZVolDoors=(ZVol=ZombieVolume161,Door=KFDoorMover41)
- ZVolDoors=(ZVol=ZombieVolume162,Door=KFDoorMover41)
- ZVolDoors=(ZVol=ZombieVolume163,Door=KFDoorMover41)
- ZVolDoors=(ZVol=ZombieVolume164,Door=KFDoorMover41)
- [KF-Icebreaker ScrnMapInfo]
- bHighGround=true
- [KF-IceCave ScrnMapInfo]
- MaxZombiesOnce=32
- ZedEventNum=3
- GuardianLight=100
- [KF-Manor ScrnMapInfo]
- MaxZombiesOnce=32
- ZedEventNum=4
- FloorPenalty=0
- [KF-MoonBase ScrnMapInfo]
- FloorHeight=512
- [KF-MountainPass ScrnMapInfo]
- FloorHeight=512
- bHighGround=true
- bResetSpawnDesirability=true
- ZVolBad=ZombieVolume8
- ZVolBad=ZombieVolume28
- ZVolBad=ZombieVolume85
- ZVolHidden=ZombieVolume18
- ZVolJumpable=ZombieVolume4
- ZVolJumpable=ZombieVolume23
- ZVolJumpable=ZombieVolume156
- ZVolJumpable=ZombieVolume10
- ZVolJumpable=ZombieVolume11
- ZVolJumpable=ZombieVolume24
- ZVolJumpable=ZombieVolume22
- ZVolDoors=(ZVol=ZombieVolume5,Door=KFDoorMover3)
- ZVolDoors=(ZVol=ZombieVolume5,Door=KFDoorMover21)
- [KF-NightAngkor-SE ScrnMapInfo]
- bHighGround = true
- [KF-Offices ScrnMapInfo]
- MaxZombiesOnce=32
- FloorPenalty=0.6
- FloorHeight=450
- ElevatedSpawnMinZ=160
- ZedEventNum=4
- ZVolBad=ZombieVolume25
- ZVolHidden=ZombieVolume0
- ZVolHidden=ZombieVolume3
- ZVolHidden=ZombieVolume5
- ZVolHidden=ZombieVolume7
- ZVolHidden=ZombieVolume9
- ZVolHidden=ZombieVolume15
- ZVolHidden=ZombieVolume19
- ZVolHidden=ZombieVolume35
- ZVolElevated=ZombieVolume3
- ZVolElevated=ZombieVolume5
- ZVolElevated=ZombieVolume9
- ZVolElevated=ZombieVolume15
- # 23 and 31 are normal volumes on 2nd floor, but we sacrifise them for jumping down to the ground floor
- # Note that those spawns will not be use if players are camping on the 2nd floor or higher
- ZVolElevated=ZombieVolume23
- ZVolElevated=ZombieVolume31
- ZVolDoors=(ZVol=ZombieVolume4,Door=KFDoorMover24)
- ZVolDoors=(ZVol=ZombieVolume36,Door=KFDoorMover21)
- [KF-ScrnTestGrounds ScrnMapInfo]
- MaxZombiesOnce=32
- bTestMap=true
- [KF-SirensBelch ScrnMapInfo]
- [KF-Steamland ScrnMapInfo]
- ZedEventNum=1
- FloorPenalty=0
- [KF-Suburbia ScrnMapInfo]
- FloorPenalty=0.10
- bHighGround=true
- [KF-ThrillsChills ScrnMapInfo]
- ZedEventNum=3
- FloorPenalty=0
- [KF-Transit ScrnMapInfo]
- bHighGround=true
- [KF-Waterworks ScrnMapInfo]
- FloorHeight=400
- FloorPenalty=0.30
- ElevatedSpawnMinZ=128
- ElevatedSpawnMaxZ=512
- ZVolBad=ZombieVolume54
- ZVolBad=ZombieVolume67
- ZVolBad=ZombieVolume72
- ZVolBad=ZombieVolume81
- ZVolBad=ZombieVolume82
- ZVolBad=ZombieVolume83
- ZVolBad=ZombieVolume90
- ZVolHidden=ZombieVolume1
- ZVolHidden=ZombieVolume4
- ZVolHidden=ZombieVolume12
- ZVolHidden=ZombieVolume13
- ZVolHidden=ZombieVolume14
- ZVolHidden=ZombieVolume15
- ZVolHidden=ZombieVolume16
- ZVolHidden=ZombieVolume66
- ZVolElevated=ZombieVolume1
- ZVolElevated=ZombieVolume4
- ZVolElevated=ZombieVolume8
- ZVolElevated=ZombieVolume12
- ZVolElevated=ZombieVolume13
- ZVolElevated=ZombieVolume14
- ZVolElevated=ZombieVolume15
- ZVolElevated=ZombieVolume16
- ZVolElevated=ZombieVolume66
- ZVolElevated=ZombieVolume94
- ZVolElevated=ZombieVolume95
- ZVolElevated=ZombieVolume96
- ZVolDoors=(ZVol=ZombieVolume58,Door=KFDoorMover0)
- ZVolDoors=(ZVol=ZombieVolume92,Door=KFDoorMover7)
- ZVolDoors=(ZVol=ZombieVolume58,Door=KFDoorMover0)
- ZVolDoors=(ZVol=ZombieVolume92,Door=KFDoorMover7)
- ZVolDoors=(ZVol=ZombieVolume80,Door=KFDoorMover5)
- [KF-WestLondon ScrnMapInfo]
- MaxZombiesOnce=32
- ZedEventNum=4
- FloorPenalty=0
- ZVolHidden=ZombieVolume1
- ZVolHidden=ZombieVolume2
- ZVolHidden=ZombieVolume4
- ZVolHidden=ZombieVolume5
- ZVolHidden=ZombieVolume6
- ZVolHidden=ZombieVolume7
- ZVolHidden=ZombieVolume8
- ZVolHidden=ZombieVolume9
- ZVolHidden=ZombieVolume10
- ZVolHidden=ZombieVolume12
- ZVolHidden=ZombieVolume24
- ZVolHidden=ZombieVolume34
- [KF-Wyre ScrnMapInfo]
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