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I need help for Endless Mode

gameplaysdavis

FNG / Fresh Meat
Jan 15, 2022
4
0
Hello, if someone can help me with the matter of Endless. I have a server where many bosses appear per round. The problem is when I kill a Boss all the Zeds die. I think the problem is in the game function that activates when a boss dies, I need a way to deactivate it for endless mode and the boss acts like a normal Zed.

If someone can help me, or tell me some code for this function, or that there is a Gamemode that fixes this problem
 
There are many custom game types out on workshop that do this already. Like Zedternal among others. An example would be to code a Boss based on an original.
A simple example is below:

Code:
//=============================================================================
// KFPawn_ZedHans
//=============================================================================
// Hans Boss Pawn Class
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC ***EDITED BY OLDSCHOOL
//=============================================================================

class HansVolter extends KFPawn_ZedHans;

DefaultProperties
{


    LocalizationKey=KFPawn_ZedHans
    bLargeZed=true
    // ---------------------------------------------
    // Stats
    XPValues(0)=1291
    XPValues(1)=1694
    XPValues(2)=1790
    XPValues(3)=1843


    // Special Moves
    Begin Object Name=SpecialMoveHandler_0
        SpecialMoveClasses(SM_BossTheatrics)=None  / / THIS DISABLES CAMERA LOCKON BOSS AFTER DEATH
    End Object


   

    Health=50420 //8000 //6600 //6000 //6250 //6500
    DoshValue=5000
    Mass=2750.f
    RightHandSocketName=RightHandSocket
    LeftHandSocketName=LeftHandSocket
    bEnableAimOffset=true

  
    // Movement / Physics
    Begin Object Name=CollisionCylinder
        CollisionRadius=+0055.000000
    End Object

    RotationRate=(Pitch=50000,Yaw=50000,Roll=50000)

    GroundSpeed=285.f //210  //265
    SprintSpeed=675.f //650
    ReachedEnemyThresholdScale=1.f
    KnockdownImpulseScale=1.0f


    // Spawning
    MinSpawnSquadSizeType=EST_Boss

    OnDeathAchievementID=KFACHID_DieVolter
}
Don't forget to change Boss call for Hans Boss type when compiling your gametype:
Code:
 AIBossClassList(BAT_Hans)=class'HansVolter.HansVolter
 
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