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KF Objective Mode Video Tutorial Series

poosh

Grizzled Veteran
Jan 6, 2011
3,404
327
83
how can i set the Display time of the dialouges?
Display time is calculated automatically from the duration of voice speech.
If voice is not assigned, display time is calculated from the word count in the text - 0.5 seconds per word.
 

Skell

Active member
Mar 21, 2013
1,245
2
38
On the Internet.
Any idea if/when you're going to continue the series, Alex?
I was about to ask the same question ^^

I actually managed to fix all the problems I was having with an objective map I was working on thanks to those vids... Thanks, man! :D

Edit:
Also, could you talk about KF_Dialogues maybe if you make a new one? That and how they work with Objectives would be awesome.
 
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GunsForBucks

FNG / Fresh Meat
Mar 16, 2014
32
0
0
Eastern USA
Thanks a lot for the videos. I think I have a lot of it figured out now but the traders, I'm not so sure of, it seems like you need one trader controller in the start to select initial trader, but a second one is used to activate the shop volume that works the doors/teleports in the normal way. An "allow perk swap" routine scripted trigger. along with cash for end of wave bonus need to be inserted. But what has me wondering is the "ActivateCheckpoint#" ... is that need to be tagged someplace or is it understood by the SDK knowing what place it is in? I see in StoryObjective Properties Objective_Events - Activation Events but I have not found a tag for it anywhere.
 
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