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i like this remix version of defence-b2 it pleases me greatly that people still to this day like the idea of my map
Please continue your work it makes me smile
so far i found one issue with pathing.
the tower stairs on the side with the vehicles zeds will attempt(and fail) to reach second floor via jumping off of vehicles. you'll see the paths if you check on the pathsP in the flags menu for the viewport. or just pressing P
i would do a manual...
it kind of killed killing floor for me when they started adding gold weapons, lasers funky weapons and basically when it started to no longer be killing floor a spin off " killing floor: abridged"
edit: i started to feel like "na, im done" but delt with it after level 6 perks.
this is because...
well it all has to do with the math involved with it's "Self Rating" function
Function RateZombieVolume
but take a peaky weeky at
RateZombieVolume in paticular this section within the for-loop
if( bNoZAxisDistPenalty )
{
TotalPlayerDistScore += PlayerDistScoreXY/KFGT.NumPlayers;
}
else
{
//...
OK Got it to Work this time actually tested it lol sorry for the delay i assumed the first on would work and i stumbled on this thread today. found out it didn't
HERE
bHiddenSpawner // do we care if player can see us spawn stuff?
fZedSpeedMult // 1= normal speed 0.5= half speed
bTouchDisables...
Here
MurphyZombieVolume
bHiddenSpawner :: True=No Spawning While pLayer is lookin. False= We don't care
fZedSpeedMult :: Changes Zombie Speed via Multiplier
other then those 2 variables everything else is to be treated like any other zombievolume
i havn't tested it yet but i was lookin...
Yo!
2: this can be achieved by simply spawning the boss man
1,4,5: can be achieved via a set of custom triggers currently in the process for being whitelisted
download this .u file http://www.mediafire.com/?n2x0tcliinny031
link and updated pack curtesty of Slavek
extract...
hey guys! i'll be honest i've been lazy lol even tho my lovey gal enjoys critiquing my work and watching me program( odd i know ) i havn't done anything sense my last post here on the forums maybe a little bit here and there.... but eh..... anyways the reason for my post now is per'request of a...
sorry for the very long delay guys this is actually the first time(yes i mean that literally) that i have been on any of my computers in a while i found a woman who i've been spending close to every free minute of my time with so forgive me for the delay.... she is actually sitting right next to...
http://wiki.beyondunreal.com/Legacy:Level_Screenshot
this link will show you how to make a what we call a "Level ScreenShot"
it's pretty simple, nothing overlycomplex
plain jane, yellow mello jello, simple
Actor->xPickupBase->KFRandomSpawn->KFRandomItemSpawn
you can make the chances of items apearing change by editing the PickupWeight
ex. bullpup
in PickupClasses it is the array number [2]
so we go into pickupWeight
number [2] and change that to a lesser number for it to appear less and...
im sorry im a little slow so i didn't quite understand what you said
so im just gona explain basic set up
in your ShopVolume Properties->Events set the event to whatever your traderdoor's tag is everything else doesn't matter in the Events
next ShopVolume Properties->ShopVolume set the URL to...
firstly:
your trader volume's event is the trader door and nothing else correct?
secondly:
your trader door does NOT have a KFuseTrigger linked to it?
thirdly:
did you check the trader door's mover keys?
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