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Level Design Custom Map Config File

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
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    In the next update we are adding functionality so that the game will check for a custom config for user made maps to know what gametypes they support and properly display them in the main menu and webadmin for such.

    To address this in Steam workshop, a mapper will need to add that block to a new .ini file ([drive]\Users[user]\Documents\My Games\KillingFloor2\KFGame\Config\Config\KFWorksho pMapSummary.ini) and include that .ini file during cooking. They will need to create a new "Config" directory in their "Config" directory (We know...), and then add KFWorkshopMapSummary.ini to their new directory, and then add that block to their new .ini file.

    [[MAP_NAME_HERE] KFMapSummary]
    MapName=[MAP_NAME_HERE]
    MapAssociation=0
    ScreenshotPathName=UI_MapPreview_TEX.UI_MapPreview _Airship
    bPlayableInSurvival=True
    bPlayableInWeekly=True
    bPlayableInVsSurvival=True
    bPlayableInEndless=True
    bPlayableInObjective=False
     
    Last edited:
    I have a couple of questions:
    1. Whats the implication for this on the current World Infos - We currently set supported game types in there - does this impact it at all; ie does this aim to replace it? And if so what purpose will those supported game types in World Info serve (if any)?
    2. Theres a path for screenshots - how will we integrate custom screenshots for our maps - loading the entire map just for a screenshot seems like it wont be feasible (and nto suggesting we should) - Will providing a separate .UPK with the upload of the map allow us to provide a custom Screenshot/Map Preview for our map? Or will there be another method available?
    3. How does this impact custom gamemodes - will this give us the option to specify what gamemode our own custom gamemode is more like (as requested before: https://forums.tripwireinteractive....kfseqevent_levelloaded-results-in-broken-maps )?
     
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