So I recently got back to playing Killing Floor 2 with a friend and we've been having quite a bit of fun. I've always been curious to get into modding KF2 since it uses UDK which I've used a little bit before.
But while I am familiar with how most of the stuff works, what has me confused is the pathfinding. For the most part the KF2 SDK has a pretty nicely decked out wikipedia which helped me get started. But unfortunately the article about navigation is really lacking and I think out-dated nowadays?
So I've got a few questions and hopefully I can get pointed in the right direction!
1. Path Options, Missing Options?
According to the navigation article, there should be a fair bit of information under the Path Options category. However, I do not get these at all. Whether a custom map or if I load for example KF-Farmhouse. Is this something that was changed - or removed entirely? Redundant perhaps?
2. How Pathfinding Works
There's not a lot of information about how pathfinding really works, all the article does is tell us how to plop down nodes. Not where or why we should do so. Like, I understand the basic concept of how it works - I've done some basic AI pathfinding in UE4.
But I want some guidelines. For example if I make a basic 'greybox' map using the modular kit to prototype, should I put one node on every tile? That seems very ineffiecent. Or do they work exactly like waypoints? What about spacing between nodes? Rotation?
3. Anchor Points
This is something that I believe isn't covered at all in either article, but nodes have to be put close to KFSpawnVolumes which makes sense, they need to know where to go when they spawn - but what are the rules here? How close should they be? Inside the volume?
4. PathNode vs KFPathNode
I believe the former is UDK's own node, but what differs between them? From my tests it seems they both work and seem to fulfill the same purpose? Is there a reason I should use one over the other?
5. Connections
In the article about navigation for doors, there are red lines connected to what I assume is the door trigger. How are these connected? Is it an automatic process when they're close enough or some keybind/property? Similar to how you connect a TraderPod to the TraderVolume?
Summary
I guess that's it. I've already done a test map and everything worked out pretty nicely except for navigation. My FPS would often take a big hit when zeds spawned, and I assume that is because I built it out of the modular kit and slapped a path node on more or less every tile(this is how I learn stuff ).
So I now want to take it a bit further and make the map a bit more advanced, more obstacles and scenery and improved pathfinding. But I'd love some tips/hints/whatever for pathfinding before I jump to the next level.
Thanks in advance!
PS. not sure if helpful, but the idea I have in mind is to make a map similar to that of Outpost 29 seen in the Starship Troopers movie and game.
But while I am familiar with how most of the stuff works, what has me confused is the pathfinding. For the most part the KF2 SDK has a pretty nicely decked out wikipedia which helped me get started. But unfortunately the article about navigation is really lacking and I think out-dated nowadays?
So I've got a few questions and hopefully I can get pointed in the right direction!
1. Path Options, Missing Options?
According to the navigation article, there should be a fair bit of information under the Path Options category. However, I do not get these at all. Whether a custom map or if I load for example KF-Farmhouse. Is this something that was changed - or removed entirely? Redundant perhaps?
2. How Pathfinding Works
There's not a lot of information about how pathfinding really works, all the article does is tell us how to plop down nodes. Not where or why we should do so. Like, I understand the basic concept of how it works - I've done some basic AI pathfinding in UE4.
But I want some guidelines. For example if I make a basic 'greybox' map using the modular kit to prototype, should I put one node on every tile? That seems very ineffiecent. Or do they work exactly like waypoints? What about spacing between nodes? Rotation?
3. Anchor Points
This is something that I believe isn't covered at all in either article, but nodes have to be put close to KFSpawnVolumes which makes sense, they need to know where to go when they spawn - but what are the rules here? How close should they be? Inside the volume?
4. PathNode vs KFPathNode
I believe the former is UDK's own node, but what differs between them? From my tests it seems they both work and seem to fulfill the same purpose? Is there a reason I should use one over the other?
5. Connections
In the article about navigation for doors, there are red lines connected to what I assume is the door trigger. How are these connected? Is it an automatic process when they're close enough or some keybind/property? Similar to how you connect a TraderPod to the TraderVolume?
Summary
I guess that's it. I've already done a test map and everything worked out pretty nicely except for navigation. My FPS would often take a big hit when zeds spawned, and I assume that is because I built it out of the modular kit and slapped a path node on more or less every tile(this is how I learn stuff ).
So I now want to take it a bit further and make the map a bit more advanced, more obstacles and scenery and improved pathfinding. But I'd love some tips/hints/whatever for pathfinding before I jump to the next level.
Thanks in advance!
PS. not sure if helpful, but the idea I have in mind is to make a map similar to that of Outpost 29 seen in the Starship Troopers movie and game.