![]() |
![]() |
|
#1
|
||||
|
||||
|
Below is the Tutorial (Updated 5-6-2012)
This KFS Testing Map Uses Alex's Story Mod, You have to download it first, click the below link. In order to play this map 1st you need to download Alex's Mod, Click Link Here (make sure you del your user.ini file. It has to make a new one with DefUser ) This is alawys updating so make sure you keep with the current code. Download KFS-Conatinment MAP: Click link here Open KillingFloor, Open Console, Type In (or copy/paste) ; open KFS-Containment?Game=KFStoryGame.KFStoryGameinfo There is a tutorial below that shows how to make some of the features this map uses. Also how to set it up so you can make your 1st story map. This is a very easy way to make a mission map basically point and click, so check it out. ScreenShots
Last edited by Fel; 05-06-2012 at 12:12 PM. |
|
#2
|
||||
|
||||
|
Using Alex's Story Mod To Make Your Own Mission (Based On KFS-Containment)
Ok so lets get started by mentioning that Alex has a tutorial as well for some of the features. LOCATED HERE It is good to get a couple diffrent views in order to fully understand NOTE: We want to eleminate the use of scripted tirggers for gameplay usage. However, scripted triggers cant be used for other events, we want to try and stay away from using them to work out a problem. Try to use the KFS stuff 1st before resorting to the use of a scripted trigger. Setting up the Map Ok so first things first we need to get the main actors set up.
Here is where you set up some of the main properties of the map. This includes (top to bottom) starting cash, If players keep their weapons or not when they die, What Actors get reset when the team dies and restarts from the checkpoint, And the order of your objectives. Most of this is self explanitory, however lets look at CheckPointResetClasses. This is used to reset numerous objects when the whole team dies. You want to reset set objects in order to have the gameplay reset. A few of the main actors that are needed to reset are;
Another Feature noted is the StoryObjectives. This is used to tell the game the order of your objectives. Even though you can trigger objectives out of order, you still need to tell the game what the basic order is going to be. (these coencide with ObjectiveName) Setting up Objectives Actor>NavigationPoint>KF_StoryObjective Ok so objectives are your main controllers of the map. Using Activation Event and Completion Arrays to control multiple events as well as give the players somethign to do. There are several types of Objective however you can also controll the zombies volumes with them (explained below in next section) One of the main things an Onjective is ment for is controlling several events at once. This eleminates the use of a scripted trigger. Lets breifly look at Objective_Events, we will go into these more in detail later.
Objective Types Touch Objective (attachment 2)- the touch objective is can be used for players to go from one point of the map to the next, just to move the players. The main goal of this trigger is to set off multiple events at once. This eleminates the need for scripted triggers. There are also other features that are added to this obj such as failure events (will be explained later) that can give playerse secondary goals such as "complete an event in a certain amount of time", or "Do this objecitve while staying in a certain area". These will be explained later as well. Lets take a look at a touch objective in KFS-Containment (Attachment #2) When players hit the objective it turns on another section of zombie spawns and an Ai for the special event that happens before the pat fight. So here is the Objective explained (top to bottom)
Lets just take a look at one (attachment 3). This objective is triggered once players reach a touch objective. Then once the timer is done, it turns off the zombievolumes(A1SpawnA) turn off and the Dialogue Actor triggers
Failure Objectives (attachment 4 post 2) Upon having normal objective, each objective actor also has the option to add failure objectives. This gives each objective a secondary goal that the player has to reach. You can add secondary goals such as, Time, Defend (based on Actor HP), Stay in area, and Stay near/away from an Actor. These failure objective are really helpfull to give more options to what palyers have to do. For example, if all you have it a touch objective where players have to reach a certain area, maybe spruse it up a bit by adding a time limit to it. Under Objective_HUD be sure to type in the Text that will be displayed for the Failure Objective in the ObjectiveFailureHint section. Lets take a look at the each of the objective's failure types.
OCT_DefendActor - Defend Actor is set up so you can defend multiple actors at once. Make sure they have the same tag.
Recap So remember that the objective are your main controllers for zombies spawns (gettign to next), and also your event arrays, so you dont have to sue scripted triggers, Also remember, these are you main items used in the objectives;
Last edited by Fel; 05-07-2012 at 12:39 PM. |
|
#3
|
||||
|
||||
|
Zombie Volumes And Their Many Functions
Right Click Volume Button> KF_StoryZombieVolume Ok so first im going to go over the features of the zombie volume, then I will explain how to use them with Objectives, for example Timed Objectives. Note: the volume follows all normal zombie volume laws, so it has to have the right size and space to work. The more zombie the bigger the volume needs to be. 256x256x256 min (Attachment 1)
Ok so the main goal again is to not use complex scripted triggers to contoll the gameplay, we want to keep it nice and simple. To do so, one way is to use the objectives to controll the zombie volumes. Lets look at the picture (attachment 2)
Checkpoints and Their Functions (Attachment 3) Right Click Volume Button> KF_StoryCheckPointVolume Checkpoints are use to save the players progress throughout the map. To set one of these up it only needs one thing. You have to have player starts inside the volume. The checkpoint volume will only enable the player starts when it gets activated. This is used for when the team dies, and they have to respawn. They will have their position saved. NOTE: You must have one of the checkpoint have StartEnabled True This is where the team will start the game. Ok so lets talk about the Events Groups and its functions.
Last edited by Fel; 05-07-2012 at 12:59 PM. |
|
#4
|
||||
|
||||
|
Other Features Availiable
Amoung all the gameplay features KFS has, there are also other empliments that has been added. Shop Volume (Attachment 1) Right Click Volume Button> KFShopVolume_Story The shop volume is designed to specifiy what weapons you want sold AT EACH VOLUME. So for one volume you can have 4 weapons that players can buy, then on another one they can buy 15. Each volume is specific.
Actor>Triggers>KF_DialogueSpot This is one of my favorite features of KFS. This actor displays a dialogue text on call, but on top of that it will trigger an event on activation AND play a voiceover/ sound call. Heres how it works;
There is where all the text goes for what you want players or ai to say. You can also have a voice over, or even specifiy a certain object to play a sound (so you can localize the sound) You can have the dialogue actor have just 1 array so it plays one text, or if you set them up with several arrays, they will go in order, or if triggered using RequiredEvent.
Any more options that Alex adds i add in this list as well. Hope all this helps. Last edited by Fel; 05-06-2012 at 11:54 AM. |
|
#5
|
||||
|
||||
|
That's a great tutorial you've made there.
I'm sure I'll use it alot when I make a mission version of one of my maps. Keep up the good work and hopefully more tutorials
|
|
#6
|
||||
|
||||
|
Quote:
Let me know if its confusing. I made the example map right along with the tutorial, so make sure you take a look at that too. Its a working/ playable mission example map. Just 1 wave, then you kill the pat at wave 2 Last edited by Fel; 12-03-2009 at 02:02 PM. |
|
#7
|
||||
|
||||
|
So 8 people have downloaded the example map.
Does anyone have any questions or did i do a good job explaining it? |
|
#8
|
|||
|
|||
|
i will get it when i am done with my current project.
|
|
#9
|
|||
|
|||
|
Just so you don't feel you wrote this all out for nothing (good work, looks like you put a good days effort just into the guide alone)... I must say I assumed story maps were too much trouble, I read through your guide now and I'm thinking I might give it a try. Already have a start on a really big map which may be a perfect candidate. Whether or not I'll have the time to see such a project through is the real question, though.
|
|
#10
|
||||
|
||||
|
yea they take awhile because they are about 4x the normal size of a map. but the end result is worth it.
Yea this only took me 3 hours to write. |
|
#11
|
|||
|
|||
|
Do you think you can have a Patty wave without it been the last wave? Does killing Patty have to trigger win map? If not, could there be multiple patty waves. Detailed response not needed at this stage, just if you think it could be done with relative ease.
|
|
#12
|
||||
|
||||
|
to trigger the end game from a pat death w/o it being (wave 5, 8, 11) you have to make a new zombie class. This is explaind at the last part of this tutorial.
There are 2 ways to end the game. TW says the event called to end the game is called Event: EndGame However i havent been able to get this to work. So for your custom zombies boss, under the event, make it like... Event: KillPat Then have a scripted trigger waiting for the event. Have it trigger a message like "You won!" wait 7 secs, "Level will change shortly" Then have it wait for 2 min, then have it change lvl to w/e you want. I use Biotics lab, since most servers have that map. To take a look at this, Open up candlesmoke and look at the bottom most trigger (I saved the view over the triggers) Thats the end game trigger. Make sure you read the last part of the tutorial, it explains how to make a custom zombie boss (Pat) then how to trigger events off of its death. Click the blue arrow, right after it says, Originally posted by Fel It will bring you to the part of the tutorial Here is the Trigger from the custom ZombieBoss (Pat) in candlesmoke ![]() Last edited by Fel; 12-14-2009 at 04:08 AM. |
|
#13
|
|||
|
|||
|
I'm having a problem with doors, being that I cannot seem to trigger them under cetain conditions.
The main time this seems to happen is, if you open a door to say keyframe1, then some time later the wave ends and there is a trading period, then during or even well after the trading period you want to trigger that door event again (close the door), nothing happens. I've tried triggering it multiple times to no avail. This happens to every door that I try to close after trading and even half way through a wave after trading. So its not a matter of "check the spelling on your TriggerEvent action". Its worth mentioning that I don't have regular KFUseTriggers on these doors, because I don't want the player to have any control over them. I think the shopevent does something to screw up doors (recall that destroyed doors get replaced), I'm hoping for a solution along the lines of a property to change so that the doors don't get messed with, or some kind of process to make them work again after shopevent. Last edited by driftwood; 03-07-2010 at 03:13 AM. |
|
#14
|
|||
|
|||
|
The doors seem to work well if you just go to the key frames again, set them as you want them, 0 closed and 1 open, and leave it on the open frame.
Somehow it seems to make a difference which frame you leave it on when you build and save the level. If this doesnt work, leave it on the closed frame. It seems to be fussy about how you do this. |
|
#15
|
||||
|
||||
|
Hes talking about using scripted triggers to open doors. You know what, I had the same problem with the church door in damnation. Only thing i did to get around it was
1> save the door as mesh 2> Create a door mover using your newly created mesh 3> set up triggers to open 4> Set the # of keys on the door to 1 I think that will fix it. but then again, I have like 6-8 different doors i was trying to use to manually open the church door, with a triggered emitter of smoke. So that the door acts like it is blowing up They would all close, but not open lol |
|
#16
|
|||
|
|||
|
I've fixed my problems good enough for its purpose, but it is odd. I have trouble figuring out exactly what the deal is, but it seems a little like this:
-On wave2, no opened doors can be closed again in wave 2, 3 or 5 -In wave4, I can set up one motha script to close all the doors from wave2 -Generally speaking a door triggered in one wave cannot be triggered in the next. Mostly a problem for blocking off the last part of a wave when the next wave starts. but got around it by using some additional movers |
|
#17
|
|||
|
|||
|
Quote:
|
|
#18
|
|||
|
|||
|
Okay man and what about triggeredplayerstart ?
can we use them instead your "Moving the Player starts" |
|
#19
|
||||
|
||||
|
Quote:
Come on now, read. ![]() Quote:
Last edited by Fel; 06-19-2011 at 12:13 PM. |
|
#20
|
|||
|
|||
|
oh dear =) my bed =)
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|