Make Zeds Stronger

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Just

FNG / Fresh Meat
Sep 11, 2015
12
0
0
Hello everyone, can someone help me and give me link, or just dirrection, how could I make Zeds stronger, not only HP, like with (Game Type - Hard mode), but their damage. I know that the wave have their own difficulty like (ex. 0.0454), so could I edit this difficulty to really much stronger. I just want, that they can deal really damage. I really want to be afraid of clots and crawlers and other zeds. Thanks for any help.
 

Paultron

FNG / Fresh Meat
Dec 6, 2015
43
0
0
You'd want to edit the damage values in the applicable .uc values here:
Steam\steamapps\common\killingfloor2\Development\Src\KFGameContent\Classes
You can do this in notepad, and everything is pretty well annotated.
and of course, back everything up.
 

Just

FNG / Fresh Meat
Sep 11, 2015
12
0
0
You'd want to edit the damage values in the applicable .uc values here:
Steam\steamapps\common\killingfloor2\Development\Src\KFGameContent\Classes
You can do this in notepad, and everything is pretty well annotated.
and of course, back everything up.

Thank you, if find files and I first Backup them, then I try to change some values, and I come into huge problem)))
So I find what i try to find, but now, I really don't understand which value I should change to make them stronger.
Maybe if you can just on any zed show me what shall I change, to make thier attack stronger, I will be very pleased.
 

zYnthetic

FNG / Fresh Meat
Mar 20, 2009
1,069
168
0
Atlanta-ish
www.zynthetic.com
That's just exported script. It has no effect on the game other than providing a reference. Granted you could compile after altering it but if for some reason it actually worked it would break multiplayer.

Basically you'd use the script as a reference, extend the class you want changed and write a mut feeding the extended class into the game.
 

Just

FNG / Fresh Meat
Sep 11, 2015
12
0
0
So if I want to change damage of zeds because for me and my friend on HOE difficulty it's to easy to play, I need to write a mut? And no one didn't write mut for more difficult play or change difficulty of zeds?
Ok, nevertheless I didn't know how to write a mut, so maybe someone can teach me how to do it? Just like an example for one class of zeds, and will write another classes of zeds by my self.
 

oldschool

Active member
May 1, 2015
377
37
28
NYC
osghc.com
Hey TWI Devs or anyone else with info...I've found since version 1043 some of my custom zeds aren't working properly anymore. They will spawn in game but they just stand there and dont attack like their controller class or AI is not working.

Example:

Code:
class TyrantBloat extends KFPawn_ZedBloat;

defaultproperties
{
   VomitDamage=175
   DoshValue=750
   XPValues(0)=500.000000
   XPValues(1)=500.000000
   XPValues(2)=750.000000
   XPValues(3)=750.000000
   SprintSpeed=660.000000
   Health=12500
   BaseDamage=150.f
   Name="TyrantBloat"
   
}

This used to spawn a bloat with more health,damage,XP, etc. Now it spawns but like I stated just stands there. How would I enable it to have gameplay movement and attacking? Thanks in advance. ;)
 

forrestmark9

FNG / Fresh Meat
Nov 29, 2011
1,110
39
0
oldschool;n2268859 said:
Hey TWI Devs or anyone else with info...I've found since version 1043 some of my custom zeds aren't working properly anymore. They will spawn in game but they just stand there and dont attack like their controller class or AI is not working.

Example:

Code:
class TyrantBloat extends KFPawn_ZedBloat;

defaultproperties
{
VomitDamage=175
DoshValue=750
XPValues(0)=500.000000
XPValues(1)=500.000000
XPValues(2)=750.000000
XPValues(3)=750.000000
SprintSpeed=660.000000
Health=12500
BaseDamage=150.f
Name="TyrantBloat"

}

This used to spawn a bloat with more health,damage,XP, etc. Now it spawns but like I stated just stands there. How would I enable it to have gameplay movement and attacking? Thanks in advance. ;)

Try calling SpawnDefaultController in PostBeginPlay