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KFMod.KFGameType

Extends
Invasion
Modifiers
config

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.GameInfo
         |   
         +-- UnrealGame.UnrealMPGameInfo
            |   
            +-- UnrealGame.DeathMatch
               |   
               +-- UnrealGame.TeamGame
                  |   
                  +-- Old2K4.xTeamGame
                     |   
                     +-- Old2K4.Invasion
                        |   
                        +-- KFMod.KFGameType

Direct Known Subclasses:

KFSPGameType, KFStoryGameInfo

Constants Summary
GL_Custom=3
GL_Long=2
GL_Normal=1
GL_Short=0
KFPROPNUM=16
MAX_BUYITEMS=200
Inherited Contants from Old2K4.Invasion
INVPROPNUM

Variables Summary
array<KFAmmoPickup>AmmoPickups
boolbBossHasSaidWord
boolbBotsAdded
boolbDebugMoney
boolbDidKillStalkerMeleeMessage
boolbDidMoveTowardTraderMessage
boolbDidSirenScreamMessage
boolbDidSpottedCrawlerMessage
boolbDidSpottedFleshpoundMessage
boolbDidSpottedGorefastMessage
boolbDidSpottedScrakeMessage
boolbDidSpottedSirenMessage
boolbDidStalkerInvisibleMessage
boolbDidTraderMovingMessage
boolbEnemyHealthBars
boolbHasSetViewYet
boolbNoBots
boolbNotifiedLastManStanding
boolbShowHint_2
boolbShowHint_3
boolbSpeedingBackUp
boolbTradingDoorsOpen
boolbUpdateViewTargs
floatBurnedEnemyMessageDelay
boolbUsedSpecialSquad
boolbUseZEDThreatAssessment
boolbUsingObjectiveMode
boolbWaveBossInProgress
boolbZEDTimeActive
boolCalmMusicPlaying
class<AIController>ControllerClass
stringControllerClassName
floatCurrentZEDTimeDuration
array<PlayerDeathMark>DeathMarkers
intFinalSquadNum
array<SpecialSquad>FinalSquads
floatHintTime_1
floatHintTime_2
stringHumanName[4]
intInitialSquadsToUseSize
array<MSquadsList>InitSquads
array<class<Weapon>>InstancedWeaponClasses
KFLevelRulesKFLRules
PlayerReplicationInfoKFPRIArray[16]
stringKFSurvivalDescText[KFPROPNUM]
stringKFSurvivalPropText[KFPROPNUM]
floatLastBurnedEnemyMessageTime
ZombieVolumeLastSpawningVolume
floatLastWaveStartTime
floatLastZedTimeEvent
ZombieVolumeLastZVol
intLobbyTimeCounter
array<SpecialSquad>LongSpecialSquads
KFMusicTriggerMapSongHandler
class<KFMonstersCollection>MonsterCollection
boolMusicPlaying
array<class<KFMonster>>NextSpawnSquad
stringNoLateJoiners
array<SpecialSquad>NormalSpecialSquads
boolrewardFlag
stringSandboxGroup
array<ShopVolume>ShopList
array<SpecialSquad>ShortSpecialSquads
array<class<KFMonstersCollection>>SpecialEventMonsterCollections
ESpecialEventTypeSpecialEventType
intSpecialListCounter
array<SpecialSquad>SpecialSquads
intSquadsToSpawn
array<int>SquadsToUse
floatStoredHeight
floatStoredRadius
intTime
stringTmpMClassInf
stringTmpSquadsInf
stringTmpWavesInf
intTotalMaxMonsters
byteTraderProblemLevel
KFMonsterViewingBoss
array<KFRandomItemSpawn>WeaponPickups
array<ZombieVolume>ZedSpawnList
intZedTimeExtensionsUsed
stringZombieName[4]
intZombiesKilled
KFGameType
array<string>AvailableChars
boolbDisableZedSpawning
boolbNoLateJoiners
stringBossBattleSong
boolbRespawnOnBoss
boolbUseEndGameBoss
stringEndGameBossClass
intKFGameLength
array<Class<KFVeterancyTypes>>LoadedSkills
intLobbyTimeOut
WaveInfoLongWaves[16]
intMaxZombiesOnce
intMinRespawnCash
intMinRespawnCashBeginner
intMinRespawnCashHard
intMinRespawnCashHell
intMinRespawnCashNormal
intMinRespawnCashSuicidal
array<MClassTypes>MonsterClasses
array<string>MonsterSquad
WaveInfoNormalWaves[16]
WaveInfoShortWaves[16]
floatSineWaveFreq
intStandardMaxZombiesOnce
array<MClassTypes>StandardMonsterClasses
array<string>StandardMonsterSquads
intStartingCash
intStartingCashBeginner
intStartingCashHard
intStartingCashHell
intStartingCashNormal
intStartingCashSuicidal
intTimeBetweenWaves
intTimeBetweenWavesBeginner
intTimeBetweenWavesHard
intTimeBetweenWavesHell
intTimeBetweenWavesNormal
intTimeBetweenWavesSuicidal
intTotalPossibleMatchMoney
intTotalPossibleWaveMoney
floatWaveStartSpawnPeriod
floatWaveTimeElapsed
floatZEDTimeDuration
floatZedTimeSlomoScale
LoadingHints
array<string>KFHints
Inherited Variables from Old2K4.Invasion
bWaveInProgress, FallbackMonster, FallbackMonsterClass, FinalWave, InitialWave, InvasionBotNames[9], InvasionDescText[INVPROPNUM], InvasionEndSound[6], InvasionEnd[6], InvasionPropText[INVPROPNUM], LastKilledMonsterClass, MaxMonsters, MonsterClass[16], NewRoundSound, NextMonsterTime, NumMonsters, SecondBot, WaveConfigMenu, WaveCountDown, WaveEndTime, WaveMonsterClass[16], WaveMonsters, WaveNum, WaveNumClasses, Waves[16]

Enumerations Summary
ESpecialEventType
ET_None, ET_SummerSideshow, ET_HillbillyHorror, ET_TwistedChristmas

Structures Summary
IMClassList
MClass, ID
MClassTypes
MClassName, MID
MSquadsList
MSquad
SpecialSquad
ZedClass, NumZeds
Inherited Structures from Old2K4.Invasion
WaveInfo

Functions Summary
functionbool AddBoss ()))
function AddBossBuddySquad ()))
functionbool AddBot (optional string botName))
function AddBots (int num))
function AddGameSpecificInventory (Pawn p)
function AddMonster ()))
function AddNamedBot (string botname))
function AddSpecialPatriarchSquad ()))
function AddSpecialPatriarchSquadFromCollection ()))
function AddSpecialPatriarchSquadFromGameType ()))
function AddSpecialSquad ()))
function AddSpecialSquadFromCollection ()))
function AddSpecialSquadFromGameType ()))
functionbool AddSquad ()))
functionbool AllowBecomeActivePlayer (PlayerController P))
functionbool AllowTransloc ()))
function AmmoPickedUp (KFAmmoPickup PickedUp))
functionbool AtCapacity (bool bSpectator))
functionbool BecomeSpectator (PlayerController P))
function BeginState ()))
MatchInProgress
function BeginState ()))
PendingMatch
functionbool BootShopPlayers ()))
MatchInProgress
function BossLaughtIt ()))
MatchOver
function BroadcastDeathMessage (Controller Killer, Controller Other, class<DamageType> damageType))
function BuildNextSquad ()))
functionfloat CalcNextSquadSpawnTime ()))
MatchInProgress
functionbool ChangeTeam (Controller Other, int num, bool bNewTeam))
functionbool ChangeTeam (Controller Other, int num, bool bNewTeam))
MatchOver
functionbool CheckEndGame (PlayerReplicationInfo Winner, string Reason))
function CheckHarchierAchievement ()))
functionbool CheckMaxLives (PlayerReplicationInfo Scorer))
function CloseShops ()))
MatchInProgress
function DoBossDeath ()))
function DoWaveEnd ()))
MatchInProgress
function DramaticEvent (float BaseZedTimePossibility, optional float DesiredZedTimeDuration))
function DumpZedSquads (int MyKFGameLength))
function EndState ()))
MatchInProgress
function EndState ()))
PendingMatch
function FillPlayInfo (PlayInfo PlayInfo))
functionZombieVolume FindSpawningVolume (optional bool bIgnoreFailedSpawnTime, optional bool bBossSpawning))
functionarray<string> GetAllLoadHints (optional bool bThisClassOnly))
functionstring GetCurrentMapName (LevelInfo TheLevel))
functionint GetCurrentWaveNum ()))
eventstring GetDescriptionText (string PropName))
functionfloat GetDifficulty ()))
eventstring GetDisplayText (string PropName ))
functionstring GetEventBloatClassName ()))
functionstring GetEventClotClassName ()))
functionstring GetEventCrawlerClassName ()))
functionstring GetEventFleshpoundClassName ()))
functionstring GetEventGoreFastClassName ()))
functionstring GetEventHuskClassName ()))
functionstring GetEventScrakeClassName ()))
functionstring GetEventSirenClassName ()))
functionstring GetEventStalkerClassName ()))
functionint GetFinalWaveNum ()))
functionstring GetLoadingHint (PlayerController PC, string MapName, Color ColorHint ))
functionstring GetNameOf (Pawn Other ))
functionTexture GetRandomTeamSymbol (int base))
function GetServerDetails (out ServerResponseLine ServerState ))
function GetServerInfo (out ServerResponseLine ServerState ))
functionESpecialEventType GetSpecialEventType ()))
functionstring GetValidCharacter (string S ))
event InitGame (string Options, out string Error ))
function InitializeBot (Bot NewBot, UnrealTeamInfo BotTeam, RosterEntry Chosen))
function InitMapWaveCfg ()))
MatchInProgress
function Killed (Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> damageType))
functionbool KillZed (Controller c))
function KillZeds ()))
function LoadUpMonsterList ()))
functionarray<IMClassListLoadUpMonsterListFromCollection ()))
functionarray<IMClassListLoadUpMonsterListFromGameType ()))
eventPlayerController Login (string Portal, string Options, out string Error ))
function Logout (Controller Exiting))
function MyForceAddBot ()))
functionBot MySpawnBot (optional string botName))
functionbool NeverAllowTransloc ()))
function OpenShops ()))
MatchInProgress
function OverrideInitialBots ()
functionstring ParseLoadingHintNoColor (string Hint, PlayerController Ref))
function PlayStartupMessage ()))
event PostLogin (PlayerController NewPlayer ))
event PostNetBeginPlay ()))
event PreBeginPlay ()))
function PrecacheGameAnnouncements (AnnouncerVoice V, bool bRewardSounds))
function PrecacheGameStaticMeshes (LevelInfo myLevel))
function PrecacheGameTextures (LevelInfo myLevel))
event PreLogin (string Options, string Address, string PlayerID, out string Error, out string FailCode ))
function PrepareSpecialSquads ()))
function PrepareSpecialSquadsFromCollection ()))
function PrepareSpecialSquadsFromGameType ()))
functionint ReduceDamage (int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType))
function ReplenishWeapons (Pawn P)
function RestartPlayer (Controller aPlayer ))
function RestartPlayer (Controller aPlayer ))
PendingMatch
functionbool RewardSurvivingPlayers ()))
function ScoreKill (Controller Killer, Controller Other))
function ScoreKillAssists (float Score, Controller Victim, Controller Killer))
function SelectShop ()))
MatchInProgress
function SendPlayer (PlayerController aPlayer, string URL ))
eventclass<GameInfoSetGameType (string MapName ))
function SetupPickups ()))
MatchInProgress
function SetupWave ()))
function SetupWaveBot (Inventory BotsInv)
function ShowPathTo (PlayerController P, int TeamNum))
functionBot SpawnBot (optional string botName))
function StartGameMusic (bool bCombat ))
function StartInitGameMusic (KFPlayerController Other ))
function StartWaveBoss ()))
MatchInProgress
function StopGameMusic ()))
event Tick (float DeltaTime))
function Timer ()))
function Timer ()))
MatchInProgress
function Timer ()))
MatchOver
function Timer ()))
PendingMatch
function TryToSpawnInAnotherVolume (optional bool bBossSpawning))
function UpdateGameLength ()))
functionbool UpdateMonsterCount ()))
MatchInProgress
function UpdateViews ()
function UpdateViews ()))
MatchInProgress
function WarningTimer ()))
function WeaponDestroyed (class<Weapon> WeaponClass))
function WeaponPickedUp (KFRandomItemSpawn PickedUp))
function WeaponSpawned (Inventory Weapon))
Inherited Functions from Old2K4.Invasion
AcceptPlayInfoProperty, AddMonster, BeginState, CanSpectate, CheckEndGame, CheckMaxLives, FillPlayInfo, GetBotTeam, GetDescriptionText, GetDisplayText, GetServerDetails, InitGame, Killed, Login, NotifyKilled, OverrideInitialBots, PickTeam, PlayEndOfMatchMessage, PreBeginPlay, PrecacheGameAnnouncements, PrecacheGameTextures, RatePlayerStart, ReduceDamage, ReplenishWeapons, RestartPlayer, ScoreKill, SetupRandomWave, SetupWave, SpawnBot, Timer, UpdateAnnouncements
Inherited Functions from Old2K4.xTeamGame
PrecacheGameStaticMeshes, PrecacheGameTextures

States Summary
MatchInProgress Source code
state MatchInProgress
BeginState, BootShopPlayers, CalcNextSquadSpawnTime, CloseShops, DoWaveEnd, EndState, InitMapWaveCfg, OpenShops, SelectShop, SetupPickups, StartWaveBoss, Timer, UpdateMonsterCount, UpdateViews
MatchOver Source code
state MatchOver
BossLaughtIt, ChangeTeam, Timer
PendingMatch Source code
auto state PendingMatch
BeginState, EndState, RestartPlayer, Timer


Constants Detail

GL_Custom Source code

const GL_Custom = 3;

GL_Long Source code

const GL_Long = 2;

GL_Normal Source code

const GL_Normal = 1;

GL_Short Source code

const GL_Short = 0;

KFPROPNUM Source code

const KFPROPNUM = 16;

MAX_BUYITEMS Source code

const MAX_BUYITEMS = 200;


Variables Detail

AmmoPickups Source code

var array<KFAmmoPickup> AmmoPickups;

bBossHasSaidWord Source code

var bool bBossHasSaidWord;

bBotsAdded Source code

var bool bBotsAdded;

bDebugMoney Source code

var bool bDebugMoney;

bDidKillStalkerMeleeMessage Source code

var bool bDidKillStalkerMeleeMessage;

bDidMoveTowardTraderMessage Source code

var bool bDidMoveTowardTraderMessage;

bDidSirenScreamMessage Source code

var bool bDidSirenScreamMessage;

bDidSpottedCrawlerMessage Source code

var bool bDidSpottedCrawlerMessage;

bDidSpottedFleshpoundMessage Source code

var bool bDidSpottedFleshpoundMessage;

bDidSpottedGorefastMessage Source code

var bool bDidSpottedGorefastMessage;

bDidSpottedScrakeMessage Source code

var bool bDidSpottedScrakeMessage;

bDidSpottedSirenMessage Source code

var bool bDidSpottedSirenMessage;

bDidStalkerInvisibleMessage Source code

var bool bDidStalkerInvisibleMessage;

bDidTraderMovingMessage Source code

var bool bDidTraderMovingMessage;

bEnemyHealthBars Source code

var config bool bEnemyHealthBars;

bHasSetViewYet Source code

var bool bHasSetViewYet;

bNoBots Source code

var bool bNoBots;

bNotifiedLastManStanding Source code

var bool bNotifiedLastManStanding;

bShowHint_2 Source code

var bool bShowHint_2;

bShowHint_3 Source code

var bool bShowHint_3;

bSpeedingBackUp Source code

var bool bSpeedingBackUp;

bTradingDoorsOpen Source code

var bool bTradingDoorsOpen;

bUpdateViewTargs Source code

var bool bUpdateViewTargs;

BurnedEnemyMessageDelay Source code

var float BurnedEnemyMessageDelay;

bUsedSpecialSquad Source code

var bool bUsedSpecialSquad;

bUseZEDThreatAssessment Source code

var bool bUseZEDThreatAssessment;

bUsingObjectiveMode Source code

var bool bUsingObjectiveMode;

bWaveBossInProgress Source code

var bool bWaveBossInProgress;

bZEDTimeActive Source code

var bool bZEDTimeActive;

CalmMusicPlaying Source code

var bool CalmMusicPlaying;

ControllerClass Source code

var class<AIController> ControllerClass;

ControllerClassName Source code

var string ControllerClassName;

CurrentZEDTimeDuration Source code

var float CurrentZEDTimeDuration;

DeathMarkers Source code

var array<PlayerDeathMark> DeathMarkers;

FinalSquadNum Source code

var int FinalSquadNum;

FinalSquads Source code

var array<SpecialSquad> FinalSquads;

HintTime_1 Source code

var float HintTime_1;

HintTime_2 Source code

var float HintTime_2;

HumanName[4] Source code

var string HumanName[4];

InitialSquadsToUseSize Source code

var int InitialSquadsToUseSize;

InitSquads Source code

var array<MSquadsList> InitSquads;

InstancedWeaponClasses Source code

var array<class<Weapon>> InstancedWeaponClasses;

KFLRules Source code

var KFLevelRules KFLRules;

KFPRIArray[16] Source code

var PlayerReplicationInfo KFPRIArray[16];

KFSurvivalDescText[KFPROPNUM] Source code

var localized string KFSurvivalDescText[KFPROPNUM];

KFSurvivalPropText[KFPROPNUM] Source code

var localized string KFSurvivalPropText[KFPROPNUM];

LastBurnedEnemyMessageTime Source code

var float LastBurnedEnemyMessageTime;

LastSpawningVolume Source code

var ZombieVolume LastSpawningVolume;

LastWaveStartTime Source code

var float LastWaveStartTime;

LastZedTimeEvent Source code

var float LastZedTimeEvent;

LastZVol Source code

var ZombieVolume LastZVol;

LobbyTimeCounter Source code

var int LobbyTimeCounter;

LongSpecialSquads Source code

var array<SpecialSquad> LongSpecialSquads;

MapSongHandler Source code

var KFMusicTrigger MapSongHandler;

MonsterCollection Source code

var class<KFMonstersCollection> MonsterCollection;

MusicPlaying Source code

var bool MusicPlaying;

NextSpawnSquad Source code

var array<class<KFMonster>> NextSpawnSquad;

NoLateJoiners Source code

var localized string NoLateJoiners;

NormalSpecialSquads Source code

var array<SpecialSquad> NormalSpecialSquads;

rewardFlag Source code

var bool rewardFlag;

SandboxGroup Source code

var const localized string SandboxGroup;

ShopList Source code

var array<ShopVolume> ShopList;

ShortSpecialSquads Source code

var array<SpecialSquad> ShortSpecialSquads;

SpecialEventMonsterCollections Source code

var array<class<KFMonstersCollection>> SpecialEventMonsterCollections;

SpecialEventType Source code

var globalconfig ESpecialEventType SpecialEventType;

SpecialListCounter Source code

var int SpecialListCounter;

SpecialSquads Source code

var array<SpecialSquad> SpecialSquads;

SquadsToSpawn Source code

var int SquadsToSpawn;

SquadsToUse Source code

var array<int> SquadsToUse;

StoredHeight Source code

var float StoredHeight;

StoredRadius Source code

var float StoredRadius;

Time Source code

var int Time;

TmpMClassInf Source code

var globalconfig string TmpMClassInf;

TmpSquadsInf Source code

var globalconfig string TmpSquadsInf;

TmpWavesInf Source code

var globalconfig string TmpWavesInf;

TotalMaxMonsters Source code

var int TotalMaxMonsters;

TraderProblemLevel Source code

var byte TraderProblemLevel;

ViewingBoss Source code

var KFMonster ViewingBoss;

WeaponPickups Source code

var array<KFRandomItemSpawn> WeaponPickups;

ZedSpawnList Source code

var array<ZombieVolume> ZedSpawnList;

ZedTimeExtensionsUsed Source code

var int ZedTimeExtensionsUsed;

ZombieName[4] Source code

var string ZombieName[4];

ZombiesKilled Source code

var int ZombiesKilled;

KFGameType

AvailableChars Source code

var(KFGameType) array<string> AvailableChars;

bDisableZedSpawning Source code

var(KFGameType) globalconfig bool bDisableZedSpawning;

bNoLateJoiners Source code

var(KFGameType) globalconfig bool bNoLateJoiners;

BossBattleSong Source code

var(KFGameType) localized string BossBattleSong;

bRespawnOnBoss Source code

var(KFGameType) globalconfig bool bRespawnOnBoss;

bUseEndGameBoss Source code

var(KFGameType) globalconfig bool bUseEndGameBoss;

EndGameBossClass Source code

var(KFGameType) string EndGameBossClass;

KFGameLength Source code

var(KFGameType) globalconfig int KFGameLength;

LoadedSkills Source code

var(KFGameType) array<Class<KFVeterancyTypes>> LoadedSkills;

LobbyTimeOut Source code

var(KFGameType) globalconfig int LobbyTimeOut;

LongWaves[16] Source code

var(KFGameType) WaveInfo LongWaves[16];

MaxZombiesOnce Source code

var(KFGameType) globalconfig int MaxZombiesOnce;

MinRespawnCash Source code

var(KFGameType) globalconfig int MinRespawnCash;

MinRespawnCashBeginner Source code

var(KFGameType) int MinRespawnCashBeginner;

MinRespawnCashHard Source code

var(KFGameType) int MinRespawnCashHard;

MinRespawnCashHell Source code

var(KFGameType) int MinRespawnCashHell;

MinRespawnCashNormal Source code

var(KFGameType) int MinRespawnCashNormal;

MinRespawnCashSuicidal Source code

var(KFGameType) int MinRespawnCashSuicidal;

MonsterClasses Source code

var(KFGameType) globalconfig array<MClassTypes> MonsterClasses;

MonsterSquad Source code

var(KFGameType) globalconfig array<string> MonsterSquad;

NormalWaves[16] Source code

var(KFGameType) WaveInfo NormalWaves[16];

ShortWaves[16] Source code

var(KFGameType) WaveInfo ShortWaves[16];

SineWaveFreq Source code

var(KFGameType) float SineWaveFreq;

StandardMaxZombiesOnce Source code

var(KFGameType) int StandardMaxZombiesOnce;

StandardMonsterClasses Source code

var(KFGameType) array<MClassTypes> StandardMonsterClasses;

StandardMonsterSquads Source code

var(KFGameType) array<string> StandardMonsterSquads;

StartingCash Source code

var(KFGameType) globalconfig int StartingCash;

StartingCashBeginner Source code

var(KFGameType) int StartingCashBeginner;

StartingCashHard Source code

var(KFGameType) int StartingCashHard;

StartingCashHell Source code

var(KFGameType) int StartingCashHell;

StartingCashNormal Source code

var(KFGameType) int StartingCashNormal;

StartingCashSuicidal Source code

var(KFGameType) int StartingCashSuicidal;

TimeBetweenWaves Source code

var(KFGameType) globalconfig int TimeBetweenWaves;

TimeBetweenWavesBeginner Source code

var(KFGameType) int TimeBetweenWavesBeginner;

TimeBetweenWavesHard Source code

var(KFGameType) int TimeBetweenWavesHard;

TimeBetweenWavesHell Source code

var(KFGameType) int TimeBetweenWavesHell;

TimeBetweenWavesNormal Source code

var(KFGameType) int TimeBetweenWavesNormal;

TimeBetweenWavesSuicidal Source code

var(KFGameType) int TimeBetweenWavesSuicidal;

TotalPossibleMatchMoney Source code

var(KFGameType) int TotalPossibleMatchMoney;

TotalPossibleWaveMoney Source code

var(KFGameType) int TotalPossibleWaveMoney;

WaveStartSpawnPeriod Source code

var(KFGameType) globalconfig float WaveStartSpawnPeriod;

WaveTimeElapsed Source code

var(KFGameType) float WaveTimeElapsed;

ZEDTimeDuration Source code

var(KFGameType) float ZEDTimeDuration;

ZedTimeSlomoScale Source code

var(KFGameType) float ZedTimeSlomoScale;

LoadingHints

KFHints Source code

var(LoadingHints) localized array<string> KFHints;


Enumerations Detail

ESpecialEventType Source code

enum ESpecialEventType
{
ET_None, ET_SummerSideshow, ET_HillbillyHorror, ET_TwistedChristmas
};


Structures Detail

IMClassList Source code

struct IMClassList
{
var string ID;
var class<KFMonster> MClass;
};


MClassTypes Source code

struct MClassTypes
{
var(KFGameType) config string MClassName;
var(KFGameType) config string MID;
};


MSquadsList Source code

struct MSquadsList
{
var array<class<KFMonster>> MSquad;
};


SpecialSquad Source code

struct SpecialSquad
{
var array<int> NumZeds;
var array<string> ZedClass;
};



Functions Detail

AddBoss Source code

function bool AddBoss ( ) )

AddBossBuddySquad Source code

function AddBossBuddySquad ( ) )

AddBot Source code

function bool AddBot ( optional string botName) )

AddBots Source code

exec function AddBots ( int num) )

AddGameSpecificInventory Source code

function AddGameSpecificInventory ( Pawn p )

AddMonster Source code

function AddMonster ( ) )

AddNamedBot Source code

exec function AddNamedBot ( string botname) )

AddSpecialPatriarchSquad Source code

function AddSpecialPatriarchSquad ( ) )

AddSpecialPatriarchSquadFromCollection Source code

function AddSpecialPatriarchSquadFromCollection ( ) )

AddSpecialPatriarchSquadFromGameType Source code

function AddSpecialPatriarchSquadFromGameType ( ) )

AddSpecialSquad Source code

function AddSpecialSquad ( ) )

AddSpecialSquadFromCollection Source code

function AddSpecialSquadFromCollection ( ) )

AddSpecialSquadFromGameType Source code

function AddSpecialSquadFromGameType ( ) )

AddSquad Source code

function bool AddSquad ( ) )

AllowBecomeActivePlayer Source code

function bool AllowBecomeActivePlayer ( PlayerController P) )

AllowTransloc Source code

function bool AllowTransloc ( ) )

AmmoPickedUp Source code

function AmmoPickedUp ( KFAmmoPickup PickedUp) )

AtCapacity Source code

function bool AtCapacity ( bool bSpectator) )

BecomeSpectator Source code

function bool BecomeSpectator ( PlayerController P) )

BeginState MatchInProgress Source code

function BeginState ( ) )

BeginState PendingMatch Source code

function BeginState ( ) )

BootShopPlayers MatchInProgress Source code

function bool BootShopPlayers ( ) )

BossLaughtIt MatchOver Source code

function BossLaughtIt ( ) )

BroadcastDeathMessage Source code

function BroadcastDeathMessage ( Controller Killer, Controller Other, class<DamageType> damageType) )

BuildNextSquad Source code

function BuildNextSquad ( ) )

CalcNextSquadSpawnTime MatchInProgress Source code

function float CalcNextSquadSpawnTime ( ) )

ChangeTeam Source code

function bool ChangeTeam ( Controller Other, int num, bool bNewTeam) )

ChangeTeam MatchOver Source code

function bool ChangeTeam ( Controller Other, int num, bool bNewTeam) )

CheckEndGame Source code

function bool CheckEndGame ( PlayerReplicationInfo Winner, string Reason) )

CheckHarchierAchievement Source code

function CheckHarchierAchievement ( ) )

CheckMaxLives Source code

function bool CheckMaxLives ( PlayerReplicationInfo Scorer) )

CloseShops MatchInProgress Source code

function CloseShops ( ) )

DoBossDeath Source code

function DoBossDeath ( ) )

DoWaveEnd MatchInProgress Source code

function DoWaveEnd ( ) )

DramaticEvent Source code

function DramaticEvent ( float BaseZedTimePossibility, optional float DesiredZedTimeDuration) )

DumpZedSquads Source code

exec function DumpZedSquads ( int MyKFGameLength) )

EndState MatchInProgress Source code

function EndState ( ) )

EndState PendingMatch Source code

function EndState ( ) )

FillPlayInfo Source code

static function FillPlayInfo ( PlayInfo PlayInfo) )

FindSpawningVolume Source code

function ZombieVolume FindSpawningVolume ( optional bool bIgnoreFailedSpawnTime, optional bool bBossSpawning) )

GetAllLoadHints Source code

static function array<string> GetAllLoadHints ( optional bool bThisClassOnly) )

GetCurrentMapName Source code

static function string GetCurrentMapName ( LevelInfo TheLevel) )

GetCurrentWaveNum Source code

function int GetCurrentWaveNum ( ) )

GetDescriptionText Source code

static event string GetDescriptionText ( string PropName) )

GetDifficulty Source code

simulated function float GetDifficulty ( ) )

GetDisplayText Source code

static event string GetDisplayText ( string PropName ) )

GetEventBloatClassName Source code

function string GetEventBloatClassName ( ) )

GetEventClotClassName Source code

function string GetEventClotClassName ( ) )

GetEventCrawlerClassName Source code

function string GetEventCrawlerClassName ( ) )

GetEventFleshpoundClassName Source code

function string GetEventFleshpoundClassName ( ) )

GetEventGoreFastClassName Source code

function string GetEventGoreFastClassName ( ) )

GetEventHuskClassName Source code

function string GetEventHuskClassName ( ) )

GetEventScrakeClassName Source code

function string GetEventScrakeClassName ( ) )

GetEventSirenClassName Source code

function string GetEventSirenClassName ( ) )

GetEventStalkerClassName Source code

function string GetEventStalkerClassName ( ) )

GetFinalWaveNum Source code

function int GetFinalWaveNum ( ) )

GetLoadingHint Source code

static function string GetLoadingHint ( PlayerController PC, string MapName, Color ColorHint ) )

GetNameOf Source code

function string GetNameOf ( Pawn Other ) )

GetRandomTeamSymbol Source code

static function Texture GetRandomTeamSymbol ( int base) )

GetServerDetails Source code

function GetServerDetails ( out ServerResponseLine ServerState ) )

GetServerInfo Source code

function GetServerInfo ( out ServerResponseLine ServerState ) )

GetSpecialEventType Source code

static function ESpecialEventType GetSpecialEventType ( ) )

GetValidCharacter Source code

static function string GetValidCharacter ( string S ) )

InitGame Source code

event InitGame ( string Options, out string Error ) )

InitializeBot Source code

function InitializeBot ( Bot NewBot, UnrealTeamInfo BotTeam, RosterEntry Chosen) )

InitMapWaveCfg MatchInProgress Source code

function InitMapWaveCfg ( ) )

Killed Source code

function Killed ( Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> damageType) )

KillZed Source code

function bool KillZed ( Controller c) )

KillZeds Source code

exec function KillZeds ( ) )

LoadUpMonsterList Source code

function LoadUpMonsterList ( ) )

LoadUpMonsterListFromCollection Source code

function array<IMClassList> LoadUpMonsterListFromCollection ( ) )

LoadUpMonsterListFromGameType Source code

function array<IMClassList> LoadUpMonsterListFromGameType ( ) )

Login Source code

event PlayerController Login ( string Portal, string Options, out string Error ) )

Logout Source code

function Logout ( Controller Exiting) )

MyForceAddBot Source code

exec function MyForceAddBot ( ) )

MySpawnBot Source code

function Bot MySpawnBot ( optional string botName) )

NeverAllowTransloc Source code

static function bool NeverAllowTransloc ( ) )

OpenShops MatchInProgress Source code

function OpenShops ( ) )

OverrideInitialBots Source code

function OverrideInitialBots ( )

ParseLoadingHintNoColor Source code

static function string ParseLoadingHintNoColor ( string Hint, PlayerController Ref) )

PlayStartupMessage Source code

function PlayStartupMessage ( ) )

PostLogin Source code

event PostLogin ( PlayerController NewPlayer ) )

PostNetBeginPlay Source code

event PostNetBeginPlay ( ) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

PrecacheGameAnnouncements Source code

static function PrecacheGameAnnouncements ( AnnouncerVoice V, bool bRewardSounds) )

PrecacheGameStaticMeshes Source code

static function PrecacheGameStaticMeshes ( LevelInfo myLevel) )

PrecacheGameTextures Source code

static function PrecacheGameTextures ( LevelInfo myLevel) )

PreLogin Source code

event PreLogin ( string Options, string Address, string PlayerID, out string Error, out string FailCode ) )

PrepareSpecialSquads Source code

simulated function PrepareSpecialSquads ( ) )

PrepareSpecialSquadsFromCollection Source code

simulated function PrepareSpecialSquadsFromCollection ( ) )

PrepareSpecialSquadsFromGameType Source code

simulated function PrepareSpecialSquadsFromGameType ( ) )

ReduceDamage Source code

function int ReduceDamage ( int Damage, pawn injured, pawn instigatedBy, vector HitLocation, out vector Momentum, class<DamageType> DamageType) )

ReplenishWeapons Source code

function ReplenishWeapons ( Pawn P )

RestartPlayer Source code

function RestartPlayer ( Controller aPlayer ) )

RestartPlayer PendingMatch Source code

function RestartPlayer ( Controller aPlayer ) )

RewardSurvivingPlayers Source code

function bool RewardSurvivingPlayers ( ) )

ScoreKill Source code

function ScoreKill ( Controller Killer, Controller Other) )

ScoreKillAssists Source code

function ScoreKillAssists ( float Score, Controller Victim, Controller Killer) )

SelectShop MatchInProgress Source code

function SelectShop ( ) )

SendPlayer Source code

function SendPlayer ( PlayerController aPlayer, string URL ) )

SetGameType Source code

static event class<GameInfo> SetGameType ( string MapName ) )

SetupPickups MatchInProgress Source code

function SetupPickups ( ) )

SetupWave Source code

function SetupWave ( ) )

SetupWaveBot Source code

function SetupWaveBot ( Inventory BotsInv )

ShowPathTo Source code

function ShowPathTo ( PlayerController P, int TeamNum) )

SpawnBot Source code

function Bot SpawnBot ( optional string botName) )

StartGameMusic Source code

function StartGameMusic ( bool bCombat ) )

StartInitGameMusic Source code

function StartInitGameMusic ( KFPlayerController Other ) )

StartWaveBoss MatchInProgress Source code

function StartWaveBoss ( ) )

StopGameMusic Source code

function StopGameMusic ( ) )

Tick Source code

event Tick ( float DeltaTime) )

Timer Source code

function Timer ( ) )

Timer MatchInProgress Source code

function Timer ( ) )

Timer MatchOver Source code

function Timer ( ) )

Timer PendingMatch Source code

function Timer ( ) )

TryToSpawnInAnotherVolume Source code

function TryToSpawnInAnotherVolume ( optional bool bBossSpawning) )

UpdateGameLength Source code

function UpdateGameLength ( ) )

UpdateMonsterCount MatchInProgress Source code

function bool UpdateMonsterCount ( ) )

UpdateViews Source code

function UpdateViews ( )

UpdateViews MatchInProgress Source code

function UpdateViews ( ) )

WarningTimer Source code

function WarningTimer ( ) )

WeaponDestroyed Source code

function WeaponDestroyed ( class<Weapon> WeaponClass) )

WeaponPickedUp Source code

function WeaponPickedUp ( KFRandomItemSpawn PickedUp) )

WeaponSpawned Source code

function WeaponSpawned ( Inventory Weapon) )


Defaultproperties

defaultproperties
{
     SandboxGroup="Sandbox"
     ShortWaves(0)=(WaveMask=196611,WaveMaxMonsters=20,WaveDuration=255)
     ShortWaves(1)=(WaveMask=19662621,WaveMaxMonsters=32,WaveDuration=255,WaveDifficulty=0.100000)
     ShortWaves(2)=(WaveMask=39337661,WaveMaxMonsters=35,WaveDuration=255,WaveDifficulty=0.200000)
     ShortWaves(3)=(WaveMask=73378265,WaveMaxMonsters=42,WaveDuration=255,WaveDifficulty=0.300000)
     NormalWaves(0)=(WaveMask=196611,WaveMaxMonsters=20,WaveDuration=255)
     NormalWaves(1)=(WaveMask=16974063,WaveMaxMonsters=28,WaveDuration=255,WaveDifficulty=0.100000)
     NormalWaves(2)=(WaveMask=19662621,WaveMaxMonsters=32,WaveDuration=255,WaveDifficulty=0.100000)
     NormalWaves(3)=(WaveMask=37490365,WaveMaxMonsters=32,WaveDuration=255,WaveDifficulty=0.200000)
     NormalWaves(4)=(WaveMask=39399101,WaveMaxMonsters=35,WaveDuration=255,WaveDifficulty=0.200000)
     NormalWaves(5)=(WaveMask=58665455,WaveMaxMonsters=40,WaveDuration=255,WaveDifficulty=0.300000)
     NormalWaves(6)=(WaveMask=73386457,WaveMaxMonsters=42,WaveDuration=255,WaveDifficulty=0.300000)
     LongWaves(0)=(WaveMask=196611,WaveMaxMonsters=20,WaveDuration=255)
     LongWaves(1)=(WaveMask=16974063,WaveMaxMonsters=28,WaveDuration=255,WaveDifficulty=0.100000)
     LongWaves(2)=(WaveMask=19662621,WaveMaxMonsters=32,WaveDuration=255,WaveDifficulty=0.100000)
     LongWaves(3)=(WaveMask=20713145,WaveMaxMonsters=32,WaveDuration=255,WaveDifficulty=0.200000)
     LongWaves(4)=(WaveMask=37490365,WaveMaxMonsters=35,WaveDuration=255,WaveDifficulty=0.200000)
     LongWaves(5)=(WaveMask=39337661,WaveMaxMonsters=35,WaveDuration=255,WaveDifficulty=0.200000)
     LongWaves(6)=(WaveMask=56114877,WaveMaxMonsters=35,WaveDuration=255,WaveDifficulty=0.200000)
     LongWaves(7)=(WaveMask=58616303,WaveMaxMonsters=40,WaveDuration=255,WaveDifficulty=0.300000)
     LongWaves(8)=(WaveMask=75393519,WaveMaxMonsters=40,WaveDuration=255,WaveDifficulty=0.300000)
     LongWaves(9)=(WaveMask=90171865,WaveMaxMonsters=45,WaveDuration=255,WaveDifficulty=0.300000)
     MonsterCollection=Class'KFMod.KFMonstersCollection'
     HumanName(0)="Cpl.McinTyre"
     HumanName(1)="Sgt.Michaels"
     HumanName(2)="Pvt.Davin"
     HumanName(3)="Cpl.Powers"
     KFSurvivalPropText(0)="Wave Start Spawn Period"
     KFSurvivalPropText(1)="Wave Spawn Period"
     KFSurvivalPropText(2)="Starting Cash"
     KFSurvivalPropText(3)="No Bots"
     KFSurvivalPropText(4)="No Late Joiners"
     KFSurvivalPropText(5)="Lobby TimeOut"
     KFSurvivalPropText(6)="Specimen HealthBars"
     KFSurvivalPropText(7)="Wave Downtime"
     KFSurvivalPropText(8)="Number of Waves"
     KFSurvivalPropText(9)="Game Length"
     KFSurvivalPropText(10)="Max Specimens"
     KFSurvivalPropText(11)="Use EndGame Boss"
     KFSurvivalPropText(12)="Waves Config"
     KFSurvivalPropText(13)="Squads Config"
     KFSurvivalPropText(14)="Monsters Config"
     KFSurvivalPropText(15)="Min Respawn Cash Amount"
     KFSurvivalDescText(0)="Specify time between successive spawns at start of waves(recommended:6.0), lower values may hurt performance!"
     KFSurvivalDescText(1)="Specify time between successive spawns during a wave(recommended:3.0), lower values may hurt performance!"
     KFSurvivalDescText(2)="Specify how much money players should begin the game with. (Max 300)"
     KFSurvivalDescText(3)="Check this box to remove bots from the game."
     KFSurvivalDescText(4)="Check this box to stop people from joining after the game has started."
     KFSurvivalDescText(5)="Set the maximum time on the lobby screen which can elapse after one player has clicked ready before the game automatically starts. "
     KFSurvivalDescText(6)="If true, specimens will have visible health indicators above their heads"
     KFSurvivalDescText(7)="The based amount of time (in seconds) to count between waves."
     KFSurvivalDescText(8)="The number of waves per level."
     KFSurvivalDescText(9)="Sets number of waves: Short is 4 waves, Normal is 7, and long is 10.  Custom enables Sandbox mode, but turns off Perk progression."
     KFSurvivalDescText(10)="Maximum zombies at once on playtime, note that high values will LAG when theres a lot of them."
     KFSurvivalDescText(11)="Spawn the final boss on end of final wave."
     KFSurvivalDescText(12)="Configure the Killing Floor waves."
     KFSurvivalDescText(13)="Configure the monster squads to use on waves."
     KFSurvivalDescText(14)="Configure the monster classes to be used in the squads."
     KFSurvivalDescText(15)="Minimum amount of Cash when respawning on new wave."
     NoLateJoiners="This server does not allow late joiners."
     WaveStartSpawnPeriod=6.000000
     StartingCash=300
     MinRespawnCash=250
     bNoBots=True
     bUseEndGameBoss=True
     bRespawnOnBoss=True
     BossBattleSong="KF_Abandon"
     StartingCashBeginner=300
     StartingCashNormal=250
     StartingCashHard=250
     StartingCashSuicidal=200
     StartingCashHell=100
     MinRespawnCashBeginner=250
     MinRespawnCashNormal=200
     MinRespawnCashHard=200
     MinRespawnCashSuicidal=150
     MinRespawnCashHell=100
     TimeBetweenWavesBeginner=90
     TimeBetweenWavesNormal=60
     TimeBetweenWavesHard=60
     TimeBetweenWavesSuicidal=60
     TimeBetweenWavesHell=60
     StandardMonsterSquads(0)="4A"
     StandardMonsterSquads(1)="4A1G"
     StandardMonsterSquads(2)="2B"
     StandardMonsterSquads(3)="4B"
     StandardMonsterSquads(4)="3A1G"
     StandardMonsterSquads(5)="2D"
     StandardMonsterSquads(6)="3A1C"
     StandardMonsterSquads(7)="2A2C"
     StandardMonsterSquads(8)="2A3B1C"
     StandardMonsterSquads(9)="1A3C"
     StandardMonsterSquads(10)="3A1C1H"
     StandardMonsterSquads(11)="3A1B2D1G1H"
     StandardMonsterSquads(12)="3A1E"
     StandardMonsterSquads(13)="2A1E"
     StandardMonsterSquads(14)="2A3C1E"
     StandardMonsterSquads(15)="2B3D1G2H"
     StandardMonsterSquads(16)="4A1C"
     StandardMonsterSquads(17)="4A"
     StandardMonsterSquads(18)="4D"
     StandardMonsterSquads(19)="4C"
     StandardMonsterSquads(20)="6B"
     StandardMonsterSquads(21)="2B2C2D1H"
     StandardMonsterSquads(22)="2A2B2C2H"
     StandardMonsterSquads(23)="1F"
     StandardMonsterSquads(24)="1I"
     StandardMonsterSquads(25)="2A1C1I"
     StandardMonsterSquads(26)="2I"
     StandardMaxZombiesOnce=32
     KFHints(0)="Aiming for the head is a good idea. If you score a critical headshot, you can remove a Specimen's head, rendering them unable to use special abilities, and increasing any further damage they take."
     KFHints(1)="While you can use your medical syringe to heal your own wounds, it is far more effective when used on a team mate."
     KFHints(2)="The Fleshpound. Shooting him with small weapons just makes him mad. Think big, powerful weapons for this one!"
     KFHints(3)="Patriarch addendum: Did we forget to brief you? Yes, it seems he can cloak when he needs to heal. Luckily, only a couple of times in his short, angry life."
     KFHints(4)="The Patriarch. This is the Big One. Chain-gun. Rockets. And vicious up close, too!"
     KFHints(5)="The Scrake. Yes, that IS a chainsaw he's carrying...  nothing subtle about him!"
     KFHints(6)="The Crawler. Interesting attempt to merge human and arachnid genes. Sort-of worked, too - these little nasties have a habit of appearing in all sorts of strange places!"
     KFHints(7)="The Bloat. Not too hard to kill, but its bile is poisonous, so make sure you keep out of range!"
     KFHints(8)="Your movement speed is affected by your weight total. You can also run faster carrying a melee weapon than a gun."
     KFHints(9)="Bloats will explode in a shower of acidic goop when they die. Keep your distance when taking them down."
     KFHints(10)="The Stalker will be largely cloaked and very hard to see, until she is close enough to gut you. Listen carefully for her."
     KFHints(11)="The Trader will only open her shop for a brief time when the coast is clear. You'll have to find where she is situated in each map, and plan your shopping beforehand."
     KFHints(12)="The Gorefast - tends to live up to its name, so watch out for it speeding in towards you."
     KFHints(13)="The Clot is not that dangerous - but does have a nasty habit of grappling you and not letting you get away, so keep him at a distance."
     KFHints(14)="The Siren is a real screamer. Very nasty. Her screams actually hurt - and they'll destroy grenades and rockets in mid-air!"
     MonsterSquad(0)="4A"
     MonsterSquad(1)="4A1G"
     MonsterSquad(2)="2B"
     MonsterSquad(3)="4B"
     MonsterSquad(4)="3A1G"
     MonsterSquad(5)="2D"
     MonsterSquad(6)="3A1C"
     MonsterSquad(7)="2A2C"
     MonsterSquad(8)="2A3B1C"
     MonsterSquad(9)="1A3C"
     MonsterSquad(10)="3A1C1H"
     MonsterSquad(11)="3A1B2D1G1H"
     MonsterSquad(12)="3A1E"
     MonsterSquad(13)="2A1E"
     MonsterSquad(14)="2A3C1E"
     MonsterSquad(15)="2B3D1G2H"
     MonsterSquad(16)="4A1C"
     MonsterSquad(17)="4A"
     MonsterSquad(18)="4D"
     MonsterSquad(19)="4C"
     MonsterSquad(20)="6B"
     MonsterSquad(21)="2B2C2D1H"
     MonsterSquad(22)="2A2B2C2H"
     MonsterSquad(23)="1F"
     MonsterSquad(24)="1I"
     MonsterSquad(25)="2A1C1I"
     MonsterSquad(26)="2I"
     ControllerClassName="KFmod.KFDoorController"
     LobbyTimeout=20
     TimeBetweenWaves=60
     AvailableChars(0)="Corporal_Lewis"
     AvailableChars(1)="Lieutenant_Masterson"
     AvailableChars(2)="Police_Constable_Briar"
     AvailableChars(3)="Private_Schnieder"
     AvailableChars(4)="Sergeant_Powers"
     AvailableChars(5)="Police_Sergeant_Davin"
     AvailableChars(6)="Dr_Gary_Glover"
     AvailableChars(7)="DJ_Scully"
     AvailableChars(8)="FoundryWorker_Aldridge"
     AvailableChars(9)="Agent_Wilkes"
     AvailableChars(10)="Mr_Foster"
     AvailableChars(11)="LanceCorporal_Lee_Baron"
     AvailableChars(12)="Mike_Noble"
     AvailableChars(13)="Security_Officer_Thorne"
     AvailableChars(14)="Harold_Hunt"
     AvailableChars(15)="Kerry_Fitzpatrick"
     AvailableChars(16)="Paramedic_Alfred_Anderson"
     AvailableChars(17)="Trooper_Clive_Jenkins"
     AvailableChars(18)="Harchier_Spebbington"
     AvailableChars(19)="Captian_Wiggins"
     AvailableChars(20)="Chopper_Harris"
     AvailableChars(21)="Kevo_Chav"
     AvailableChars(22)="Reverend_Alberts"
     AvailableChars(23)="Baddest_Santa"
     AvailableChars(24)="Pyro_Blue"
     AvailableChars(25)="Pyro_Red"
     AvailableChars(26)="Steampunk_Berserker"
     AvailableChars(27)="Steampunk_Firebug"
     AvailableChars(28)="Steampunk_Medic"
     AvailableChars(29)="Steampunk_Sharpshooter"
     AvailableChars(30)="Steampunk_MrFoster"
     AvailableChars(31)="KF_Soviet"
     AvailableChars(32)="KF_German"
     AvailableChars(33)="Commando_Chicken"
     AvailableChars(34)="Steampunk_Commando"
     AvailableChars(35)="Steampunk_Demolition"
     AvailableChars(36)="Steampunk_DJ_Scully"
     AvailableChars(37)="Steampunk_Support_Specialist"
     AvailableChars(38)="Ash_Harding"
     AvailableChars(39)="Dave_The_Butcher_Roberts"
     AvailableChars(40)="Dr_Jeffrey_Tamm"
     AvailableChars(41)="Samuel_Avalon"
     AvailableChars(42)="Shadow_Ferret"
     AvailableChars(43)="Harold_Lott"
     AvailableChars(44)="ChickenNator"
     AvailableChars(45)="Reaper"
     AvailableChars(46)="DAR"
     AvailableChars(47)="Ricky_Vegas"
     AvailableChars(48)="Hayato_Tanaka"
     AvailableChars(49)="Mrs_Foster"
     AvailableChars(50)="Steampunk_Mrs_Foster"
     AvailableChars(51)="Reggie"
     AvailableChars(52)="Harchier_Spebbington_II"
     AvailableChars(53)="Ms_Clamley"
     AvailableChars(54)="Mr_Magma"
     AvailableChars(55)="Voltage"
     LoadedSkills(0)=Class'KFMod.KFVetFieldMedic'
     LoadedSkills(1)=Class'KFMod.KFVetSupportSpec'
     LoadedSkills(2)=Class'KFMod.KFVetSharpshooter'
     LoadedSkills(3)=Class'KFMod.KFVetCommando'
     LoadedSkills(4)=Class'KFMod.KFVetBerserker'
     LoadedSkills(5)=Class'KFMod.KFVetFirebug'
     LoadedSkills(6)=Class'KFMod.KFVetDemolitions'
     MaxZombiesOnce=32
     ZEDTimeDuration=3.000000
     ZedTimeSlomoScale=0.200000
     LastBurnedEnemyMessageTime=-120.000000
     BurnedEnemyMessageDelay=120.000000
     SineWaveFreq=0.040000
     MonsterClasses(0)=(MClassName="KFChar.ZombieClot_STANDARD",Mid="A")
     MonsterClasses(1)=(MClassName="KFChar.ZombieCrawler_STANDARD",Mid="B")
     MonsterClasses(2)=(MClassName="KFChar.ZombieGoreFast_STANDARD",Mid="C")
     MonsterClasses(3)=(MClassName="KFChar.ZombieStalker_STANDARD",Mid="D")
     MonsterClasses(4)=(MClassName="KFChar.ZombieScrake_STANDARD",Mid="E")
     MonsterClasses(5)=(MClassName="KFChar.ZombieFleshpound_STANDARD",Mid="F")
     MonsterClasses(6)=(MClassName="KFChar.ZombieBloat_STANDARD",Mid="G")
     MonsterClasses(7)=(MClassName="KFChar.ZombieSiren_STANDARD",Mid="H")
     MonsterClasses(8)=(MClassName="KFChar.ZombieHusk_STANDARD",Mid="I")
     EndGameBossClass="KFChar.ZombieBoss_STANDARD"
     SpecialEventMonsterCollections(0)=Class'KFMod.KFMonstersCollection'
     SpecialEventMonsterCollections(1)=Class'KFMod.KFMonstersSummer'
     SpecialEventMonsterCollections(2)=Class'KFMod.KFMonstersHalloween'
     SpecialEventMonsterCollections(3)=Class'KFMod.KFMonstersXmas'
     WaveConfigMenu="KFGUI.KFWaveConfigMenu"
     FallbackMonsterClass="KFChar.ZombieStalker_STANDARD"
     FinalWave=10
     InvasionBotNames(1)="Zombie"
     InvasionBotNames(2)="Zombie"
     InvasionBotNames(3)="Zombie"
     InvasionBotNames(4)="Zombie"
     InvasionBotNames(5)="Zombie"
     InvasionBotNames(6)="Zombie"
     InvasionBotNames(7)="Zombie"
     InvasionBotNames(8)="Zombie"
     InvasionEnd(0)="Sound"
     InvasionEnd(1)="Sound"
     InvasionEnd(2)="Sound"
     InvasionEnd(3)="Sound"
     InvasionEnd(4)="Sound"
     InvasionEnd(5)="Sound"
     Waves(0)=(WaveMask=196611,WaveMaxMonsters=20,WaveDuration=255)
     Waves(1)=(WaveMask=16974063,WaveMaxMonsters=28,WaveDuration=255,WaveDifficulty=0.100000)
     Waves(2)=(WaveMask=19662621,WaveMaxMonsters=32,WaveDuration=255,WaveDifficulty=0.100000)
     Waves(3)=(WaveMask=20713145,WaveMaxMonsters=32,WaveDuration=255,WaveDifficulty=0.200000)
     Waves(4)=(WaveMask=20713149,WaveMaxMonsters=35,WaveDuration=255,WaveDifficulty=0.200000)
     Waves(5)=(WaveMask=39337661,WaveMaxMonsters=35,WaveDuration=255,WaveDifficulty=0.200000)
     Waves(6)=(WaveMask=39337661,WaveMaxMonsters=35,WaveDuration=255,WaveDifficulty=0.200000)
     Waves(7)=(WaveMask=41839087,WaveMaxMonsters=40,WaveDuration=255,WaveDifficulty=0.300000)
     Waves(8)=(WaveMask=41839087,WaveMaxMonsters=40,WaveDuration=255,WaveDifficulty=0.300000)
     Waves(9)=(WaveMask=39840217,WaveMaxMonsters=45,WaveDuration=255,WaveDifficulty=0.300000)
     Waves(10)=(WaveMask=65026687,WaveMaxMonsters=50)
     Waves(11)=(WaveMask=63750079,WaveMaxMonsters=50)
     Waves(12)=(WaveMask=64810679,WaveMaxMonsters=50)
     Waves(13)=(WaveMask=62578607,WaveMaxMonsters=60)
     Waves(14)=(WaveMask=100663295,WaveMaxMonsters=50)
     Waves(15)=(WaveMask=125892608,WaveMaxMonsters=15)
     bAllowNonTeamChat=True
     MaxTeamSize=6
     TeamAIType(0)=Class'KFMod.KFTeamAI'
     TeamAIType(1)=Class'KFMod.KFTeamAI'
     bForceRespawn=True
     NumRounds=10
     SpawnProtectionTime=0.000000
     EndGameSoundName(0)="Sound"
     EndGameSoundName(1)="Sound"
     AltEndGameSoundName(0)="Sound"
     AltEndGameSoundName(1)="Sound"
     EpicNames(0)="Lt.Barker"
     EpicNames(1)="Pvt.Davin"
     EpicNames(2)="Cpl.Power"
     EpicNames(3)="Pvt.Barns"
     EpicNames(4)="Cpl.Hicks"
     EpicNames(5)="Sgt.Apone"
     EpicNames(6)="Pvt.Hudson"
     EpicNames(7)="Maj.Brale"
     EpicNames(8)="Lt.Derricks"
     EpicNames(9)="Pvt.Quick"
     EpicNames(10)="Sgt.Masterson"
     EpicNames(11)="Lt.Barker"
     EpicNames(12)="Pvt.Davin"
     EpicNames(13)="Cpl.Power"
     EpicNames(14)="Pvt.Barns"
     EpicNames(15)="Cpl.Hicks"
     EpicNames(16)="Sgt.Apone"
     EpicNames(17)="Pvt.Hudson"
     EpicNames(18)="Maj.Brale"
     EpicNames(19)="Lt.Derricks"
     EpicNames(20)="Pvt.Quick"
     MaleBackupNames(0)="Lt.Barker"
     MaleBackupNames(1)="Pvt.Davin"
     MaleBackupNames(2)="Cpl.Power"
     MaleBackupNames(3)="Pvt.Barns"
     MaleBackupNames(4)="Cpl.Hicks"
     MaleBackupNames(5)="Sgt.Apone"
     MaleBackupNames(6)="Pvt.Hudson"
     MaleBackupNames(7)="Maj.Brale"
     MaleBackupNames(8)="Lt.Derricks"
     MaleBackupNames(9)="Pvt.Quick"
     MaleBackupNames(10)="Sgt.Masterson"
     MaleBackupNames(11)="Lt.Barker"
     MaleBackupNames(12)="Pvt.Davin"
     MaleBackupNames(13)="Cpl.Power"
     MaleBackupNames(14)="Pvt.Barns"
     MaleBackupNames(15)="Cpl.Hicks"
     MaleBackupNames(16)="Sgt.Apone"
     MaleBackupNames(17)="Pvt.Hudson"
     MaleBackupNames(18)="Maj.Brale"
     MaleBackupNames(19)="Lt.Derricks"
     MaleBackupNames(20)="Pvt.Quick"
     MaleBackupNames(21)="Pvt.Davin"
     MaleBackupNames(22)="Cpl.Power"
     MaleBackupNames(23)="Pvt.Barns"
     MaleBackupNames(24)="Cpl.Hicks"
     MaleBackupNames(25)="Sgt.Apone"
     MaleBackupNames(26)="Pvt.Hudson"
     MaleBackupNames(27)="Maj.Brale"
     MaleBackupNames(28)="Lt.Derricks"
     MaleBackupNames(29)="Pvt.Quick"
     MaleBackupNames(30)="Sgt.Masterson"
     MaleBackupNames(31)="Lt.Barker"
     FemaleBackupNames(0)="Lt.Vasquez"
     FemaleBackupNames(1)="Pvt.Kara"
     FemaleBackupNames(2)="Sgt.Swanson"
     FemaleBackupNames(3)="Maj.Simons"
     FemaleBackupNames(4)="Pvt.Martinez"
     FemaleBackupNames(5)="Cpl.Sharpe"
     FemaleBackupNames(6)="Pvt.Faulkner"
     FemaleBackupNames(7)="Lt.Vasquez"
     FemaleBackupNames(8)="Pvt.Kara"
     FemaleBackupNames(9)="Sgt.Swanson"
     FemaleBackupNames(10)="Maj.Simons"
     FemaleBackupNames(11)="Pvt.Martinez"
     FemaleBackupNames(12)="Cpl.Sharpe"
     FemaleBackupNames(13)="Pvt.Faulkner"
     FemaleBackupNames(14)="Lt.Vasquez"
     FemaleBackupNames(15)="Pvt.Kara"
     FemaleBackupNames(16)="Sgt.Swanson"
     FemaleBackupNames(17)="Maj.Simons"
     FemaleBackupNames(18)="Pvt.Martinez"
     FemaleBackupNames(19)="Cpl.Sharpe"
     FemaleBackupNames(20)="Pvt.Faulkner"
     FemaleBackupNames(21)="Lt.Vasquez"
     FemaleBackupNames(22)="Pvt.Kara"
     FemaleBackupNames(23)="Sgt.Swanson"
     FemaleBackupNames(24)="Maj.Simons"
     FemaleBackupNames(25)="Pvt.Martinez"
     FemaleBackupNames(26)="Cpl.Sharpe"
     FemaleBackupNames(27)="Pvt.Faulkner"
     FemaleBackupNames(28)="Pvt.Kara"
     FemaleBackupNames(29)="Sgt.Swanson"
     FemaleBackupNames(30)="Maj.Simons"
     FemaleBackupNames(31)="Pvt.Martinez"
     LoginMenuClass="KFGUI.KFInvasionLoginMenu"
     DefaultVoiceChannel="Team"
     bAllowVehicles=True
     bAllowMPGameSpeed=True
     DefaultPlayerClassName="KFmod.KFHumanPawn"
     ScoreBoardType="KFMod.KFScoreBoardNew"
     HUDType="KFmod.HUDKillingFloor"
     MapListType="KFMod.KFMapList"
     MapPrefix="KF"
     BeaconName="KF"
     ResetTimeDelay=10
     DefaultPlayerName="Fresh Meat"
     TimeLimit=0
     DeathMessageClass=Class'KFMod.KFDeathMessage'
     GameMessageClass=Class'KFMod.KFGameMessages'
     MutatorClass="KFmod.KillingFloorMut"
     PlayerControllerClass=Class'KFMod.KFPlayerController'
     PlayerControllerClassName="KFmod.KFPlayerController"
     GameReplicationInfoClass=Class'KFMod.KFGameReplicationInfo'
     GameName="Killing Floor"
     Description="The premise is simple: you (and, hopefully, your team) have been flown in to 'cleanse' this area of specimens. The only things moving are specimens. They will launch at you in waves. Kill them. All of them. Any and every way you can. We'll even pay you a bounty for it! Between waves, you should be able to find the merc Trader lurking in some safe spot. She'll trade your bounty for ammo, equipment and Bigger Guns. Trust me - you're going to need them! If you can survive all the waves, you'll have to top the so-called Patriarch to finish the job. Don't worry about finding him - HE will come looking for YOU!"
     ScreenShotName="KillingFloorHUD.KFLogoFB"
     Acronym="KF"
     GIPropsDisplayText(0)="Difficulty"
     GIPropDescText(0)="Change the game difficulty. Anything above Normal will cause increased zombie speed, damage and health among other things..."
     GIPropsExtras(0)="1.000000;Beginner;2.000000;Normal;4.000000;Hard;5.000000;Suicidal;7.000000;Hell on Earth"
     GIPropsExtras(1)="0;Short;1;Medium;2;Long;3;Custom"
     TcpLinkClass=Class'KFMod.KFBufferedTCPLink'
}

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Creation time: Fri 13-10-2023 03:18:46.519 - Created with UnCodeX