kf-lostboys

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ainast

FNG / Fresh Meat
Dec 17, 2009
57
0
0
I wonder what lvl their characters are lol

beginner / lvl6 perk and my map is a piece of cake lol (I'm assuming yours is too)


I wish there was an appeal process where a tripwire tester would login to your server and play it with your group.
 
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dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
I wonder what lvl their characters are lol

beginner / lvl6 perk and my map is a piece of cake lol (I'm assuming yours is too)


I wish there was an appeal process where a tripwire tester would login to your server and play it with your group.

random question but what is your levelrules respawn value set to?

ok i just checked the map itself and there is no kflevelrules actor in the map. also the mindisttoplayer on your zombie volumes is set wrong. 5 minutes with this map and i could have this thing insane!!!!!!!!!!!!
 
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ainast

FNG / Fresh Meat
Dec 17, 2009
57
0
0
whatever the default is, never heard of it lol, ut oh. lol

once I find out I can tell you, I may have to do a revision to the map, ugh
 

ainast

FNG / Fresh Meat
Dec 17, 2009
57
0
0
oh rly, I wonder what steps I should take to remove this from final, just add a R2?


If you could tell me what to do that would be great, released with a big thx to dex sticker lol

or feel free to edit it, but I'd like to know what you did as I'm trying to take the same concept and design a much larger map by this spring break.
 

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
things it needs:

-map needs a kflevelrules actor with appropriate respawn speed

-map needs a skybox

-map needs appropriate mindisttoplayer on the zombie volumes

-map needs terrain
 

ainast

FNG / Fresh Meat
Dec 17, 2009
57
0
0
the terrain editor was not my friend when I released it, since then I've learned to use it a bit (I could do that.

I thought the skymesh took the place of the skybox?

what do you think an appropriate respawn seed should be? I can play with it

map needs appropriate mindisttoplayer on the zombie volumes, what would you recommend.


I guess I'll replace the file and whitelist forum file with kf-lostboys_r1 or something, what do you think?
 

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
ill tell you what you need to do:

the zombie volumes, the ones that are in the play area have a min dist to player of 600. the ones that are outside of the play area need to have a min dist to player of 1.

600 in play area

1 outside of play area

next, the KFlevelrules is a actor: go first to Actors - Info - Replication Info - KFLevelRules.. place that in your map. when you look at its properties there is a WaveSpawnPeriod, the default value is 2. i suggest setting it to .5, or .1 (if you really want the zombies to start pumping out!)..

the skybox isnt major but id suggest looking at other maps to see their skyboxes, maybe copy paste one into your own map (make sure it has the same fog settings as inside of your map). the skymesh is what goes into a skybox to make it look like sky.

the terrain isnt a major deal either but it would look alot better.
 
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ainast

FNG / Fresh Meat
Dec 17, 2009
57
0
0
thanks for all your help, lol I guess I should have waited just a little bit longer to finalize it lol, oh well, live and learn, modifications and a r2 coming shortly.
 

ainast

FNG / Fresh Meat
Dec 17, 2009
57
0
0
I keep getting a lot of UTjumppad errors, even when making no changes, think you could look at the jump pad for me, its near the edge of the skymesh directly across from the side wall.

I can build paths once, error
click it again and no error.
 
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dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
im rebuilding the pathing right now to see whats up. i thought it was a bit odd that the jumppad is so far out there, kinda curious to see what it would look like to have them flying that far

EDIT: pathing finished the rebuild. no errors :\
 

ainast

FNG / Fresh Meat
Dec 17, 2009
57
0
0
well my original goal was flying crawlers, but apparently (as in the video) somehow a scrake appeared, I kind of liked it but would like to see the "campers" get random flying specimens lol


flying crawlers == my desire to see a new specimen called the blood bat, lol
 

ainast

FNG / Fresh Meat
Dec 17, 2009
57
0
0
hey we just got done testing a new version. I've updated everything like you said and it is positively evil now but we tested with a 2 man demo squad up top and it because easy. I really don't like the demo class right now.

So I'm adding some trees and stuff to block views, hopefully that will work and it has so far but it impacts the frame rate unfortunately so I'm trying to come up with another solution.

I wish I could find some way to negate the demo's power :-\

www.torreznet.com/kf-LostBoys_r3.rom

thats the latest version
 
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ainast

FNG / Fresh Meat
Dec 17, 2009
57
0
0
It sucks that you can't really make any open tiered maps because it becomes instantly exploitable by demo.

but my flying specimens feature has fixed it a bit
 

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
for those trees, turn off all collision EXCEPT: BlockZeroExtentTraces, keep that True because that is what stops gunfire from passing through the static meshes. now that the trees have no collision make your brush a cylinder and size it around the trunk of the trees. that will help with optimization.