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[Game] Survival Endless

Josko

FNG / Fresh Meat
Nov 2, 2012
107
0
0
Oh man! This is so awesome! And he added Classic mode, just what I asked for! Love you! :D

Just one question, marco. Could you add support for the Event zeds mutator? ( Xmas,Circus,Halloween Zeds) They only work the first wave, after that the normal zeds appear instead. However, that mutator works wonders for normal kf, so it must be something to do with your mutator. So please please add support to that! :D
 
Last edited:

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
1,110
40
0
I'm having a small error with this mutator, it seems when I have it set to timed waves, usually after wave 14 or 15 when the trader time starts all zeds just disappear, I've tried to spawn some in and they disappear aswell
 

DMN666

FNG / Fresh Meat
Jun 14, 2012
2,601
10
0
Brooklyn, NY
After i updated to v2, the enemy counter cuts 10+ enemies when i only shoot 1 specimen.
Say there are 48 enemies, i shoot a clot (or anything) and it goes to down to 32.
It wasnt like this with v1.
 

Misery01

FNG / Fresh Meat
Oct 25, 2009
58
0
0
France
Hello,

I'm alone on a map,

Wave 15, I have kill 44 specimens.

With bHasHugeWaves=False, bHasWaveBosses=False

Counter beginner of wave : 126 specimens
3 kills by me and it stay 5 specimens on the wave

It is logical ???

[KFSurvival.KFSurvival]
Monsters=(MonsterClass="KFChar.ZombieClot",Difficulty=0.000000,EndDifficulty=1.000000,Count=10.000000,bSuperMonster=False)
Monsters=(MonsterClass="KFChar.ZombieBloat",Difficulty=0.250000,EndDifficulty=1.500000,Count=6.000000,bSuperMonster=False)
Monsters=(MonsterClass="GigaBloat",Difficulty=0.600000,EndDifficulty=1.500000,Count=2.000000,bSuperMonster=True)
Monsters=(MonsterClass="KFChar.ZombieStalker",Difficulty=0.200000,EndDifficulty=0.900000,Count=9.000000,bSuperMonster=False)
Monsters=(MonsterClass="KFChar.ZombieCrawler",Difficulty=0.150000,EndDifficulty=0.900000,Count=8.000000,bSuperMonster=False)
Monsters=(MonsterClass="KFChar.ZombieGorefast",Difficulty=0.270000,EndDifficulty=2.000000,Count=6.000000,bSuperMonster=False)
Monsters=(MonsterClass="KFChar.ZombieHusk",Difficulty=0.400000,EndDifficulty=20.000000,Count=5.000000,bSuperMonster=False)
Monsters=(MonsterClass="GigaHusk",Difficulty=1.000000,EndDifficulty=40.000000,Count=2.000000,bSuperMonster=True)
Monsters=(MonsterClass="KFChar.ZombieSiren",Difficulty=0.500000,EndDifficulty=20.000000,Count=6.000000,bSuperMonster=False)
Monsters=(MonsterClass="GigaSiren",Difficulty=1.300000,EndDifficulty=50.000000,Count=3.000000,bSuperMonster=True)
Monsters=(MonsterClass="KFChar.ZombieShade",Difficulty=1.100000,EndDifficulty=10.000000,Count=5.000000,bSuperMonster=False)
Monsters=(MonsterClass="KFChar.ZombieScrake",Difficulty=0.600000,EndDifficulty=40.000000,Count=5.000000,bSuperMonster=False)
Monsters=(MonsterClass="GigaScrake",Difficulty=1.600000,EndDifficulty=100.000000,Count=2.000000,bSuperMonster=True)
Monsters=(MonsterClass="KFChar.ZombieFleshpound",Difficulty=0.700000,EndDifficulty=100.000000,Count=6.000000,bSuperMonster=False)
Monsters=(MonsterClass="GigaFleshPound",Difficulty=2.000000,EndDifficulty=1000.000000,Count=3.000000,bSuperMonster=True)
Monsters=(MonsterClass="KFChar.ZombieFleshpoundRange",Difficulty=1.500000,EndDifficulty=100.000000,Count=5.000000,bSuperMonster=False)
Monsters=(MonsterClass="GigaFleshPoundRange",Difficulty=2.200000,EndDifficulty=1000.000000,Count=3.000000,bSuperMonster=True)
Monsters=(MonsterClass="ZombiePat",Difficulty=2.000000,EndDifficulty=1000.000000,Count=4.000000,bSuperMonster=False)
WaveDifficultyRamp=0.050000
InitialDifficulty=0.700000
BossWaveInterval=3
MaxSquadsPerWave=20
MaxZedsPerSquad=8
StatsSaveWaves=4
BossClasses=*KFChar.ZombieClot
BossClasses=*KFChar.ZombieBloat
BossClasses=*KFChar.ZombieGorefast
BossClasses=*KFChar.ZombieHusk
BossClasses=*KFChar.ZombieSiren
BossClasses=*KFChar.ZombieScrake
BossClasses=*KFChar.ZombieFleshpound
BossClasses=*KFChar.ZombieFleshpoundRange
bHasHugeWaves=False
bHasWaveBosses=True
bTrackStats=True
bEnemyHealthBars=False
WaveConfigMenu=KFGUI.KFWaveConfigMenu
FallbackMonsterClass=KFChar.ZombieStalker
InitialWave=0
FinalWave=50
bAllowNonTeamChat=True
FriendlyFireScale=0.000000
NetWait=5
MaxSquadSize=9
MinSquadSize=3
bForceRespawn=True
bAdjustSkill=False
bAllowTaunts=True
bAllowTrans=False
SpawnProtectionTime=50.000000
LateEntryLives=1
LoginMenuClass=KFGUI.KFInvasionLoginMenu
bAllowPrivateChat=True
bWeaponStay=True
bAllowWeaponThrowing=True
ResetTimeDelay=10
GameStyle=0
BossCount=1
BossesPerPlayer=0.15
[Engine.GameInfo]
bChangeLevels=True
bAllowBehindView=False
bAdminCanPause=False
bWeaponShouldViewShake=True
bLowGore=False
bLargeGameVOIP=False
GoreLevel=2
GameDifficulty=2.000000
GameSpeed=1.000000
MaxSpectators=1
MaxPlayers=8
AccessControlClass=XAdmin.AccessControlIni
MaplistHandlerType=
GameStatsClass=IpDrv.MasterServerGameStats
SecurityClass=UnrealGame.UnrealSecurity
VotingHandlerType=KFMapVoteV2.KFVotingHandler
ServerSkillLevel=
MaxIdleTime=0.000000
bIgnore32PlayerLimit=False
bVACSecured=False
 
Last edited:

DMN666

FNG / Fresh Meat
Jun 14, 2012
2,601
10
0
Brooklyn, NY
Just stating it so people can see. But now everything involving custom zeds should work now.
Custom zeds (Not mutator wise) were working already, its just that Marco uses the vanilla specimens which where not available during the event.
I was still playing this during the event, just replaced the vanilla with others.
 

Misery01

FNG / Fresh Meat
Oct 25, 2009
58
0
0
France
Thanks for your update to 0.3 ( 05-04-2013 at 04:52 PM. Reason: Version 0.3)

But I have a question, FinalWave works ?

If we want to have the end !

InitialWave=0
FinalWave=100

Because I made out a will with the end of wave to 100, but it never stops... Even with the wave to 10 ! Impossible to have End BOSS (Hard Patriarch or simple Pat)

I also noticed that from the wave 13, zombies disappear little by little during the TRADER with GameStyle=3 ! And it is a good idea to unload server when there is too much of zeds which begin to make the server slow down. But why from the wave 13, if there are still no many of zeds ?

When we use MaxSquadSize=9 and MinSquadSize=3 for change by exemple MaxSquadSize=12, We can never have MaxSquadSize=9 in 12. It is normal ?

When we use bHasHugeWaves=True there is a sound, there is a means to stop this sound ?

Thank you again for this mod which is simple but really nice.
 
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moonlightdemon

FNG / Fresh Meat
Nov 21, 2012
28
0
0
Belgium
It's very nice and dureing the trader time it seems the zeds kinda stop spawning anyway or at least slower i'm not sure it's different then when the normal game is active.
I would like something like a max zombies at once thing because my server starts lagging like mad at some point because there are to many zombies on the map.
Oh and for some reason the zombie kill counter stands on 0 for some time before the trader time actually starts it's pretty weird it's like the wave doesn't wanna end
 
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Mission Incredible

FNG / Fresh Meat
Feb 12, 2014
112
0
0
My Steam group Mission Incredible is looking for something to murder wave after wave, and this might work for them. Typically these guys maul 200 waves of zeds in MW3 survival and are looking for something else to chomp on.... If this can be added to a steamcmd load on a dedicated server, I'll have the guys give it a whirl. I am VERY tempted to not tell them about it and just let them play and see how they like it... <smirk>
 

Krayziee

FNG / Fresh Meat
Nov 24, 2013
40
0
0
Netherlands
How do i change the max zombies per wave? even if i set squad sizes to 100 it always spawns about 50-70 per wave, is there a wave to increase this? and the amount of zombies that spawn at once? + the different types of monsters to spawn per wave, usually around 5-8 how to increase these?
 
Last edited:

availion91

FNG / Fresh Meat
Dec 24, 2011
13
0
0
Help Please

Help Please

Hey Great Mod! I loved playing this mod, but it seems that it was broken with the end of the line update. Any news on a update?