Download
a map by 'Alex_KF'.
Experience the first specimen outbreak from the perspective of Horzine's security team
If you are making a map that uses my story code let me know and I'll put it in this thread
Experience the first specimen outbreak from the perspective of Horzine's security team
a map by 'Fel' and 's281'.
Try to get from one end of a bridge to the other while fighting nonstop ZEDs along the way!
Try to get from one end of a bridge to the other while fighting nonstop ZEDs along the way!
If you are making a map that uses my story code let me know and I'll put it in this thread
Hello again !
I'm here with another little mod project for your killing pleasure
Since KF was released there have been loads of community maps that were focused around story-driven gameplay. The trouble is that at the time of release there was never a viable code framework to base these maps around, so they relied on crazy (and in some cases quite clever) work-arounds and hacks to work. In the last week or two I've been developing an alternate game-mode tailored specifically for people who want to create story maps.
Current Features
========================================================================================
- A New Zombie Volume that can do stuff like spawn zombies on a timer, or spawn specific quantities & different types of zombies.
- A 'Checkpoint' System that is very easy to set up and allows mappers to set areas where players should 'save' their progress. With the option to re spawn the entire team from the last checkpoint if they die.
- An Objective system Somewhat similar to UT2k4's 'assault' objective system, with the added simplicity of only requiring a single actor. These objective actors can be configured to present players with several different styles of objective. Like 'Look at something', or 'Stay alive for a certain amount of time' , etc. These objectives render on the player's HUD using the trader arrow system.
- Removed trader chatter - As much as we all love the trader's awkward sexual advances, her repetitive nature can get in the way of a story map's atmosphere. So she's been disabled ..
- Story-friendly Trader menu - I Removed elements that weren't relevant to story play (Wave countdown etc) and created a custom shop volume that allows Level designers to specify the items they want their shop to stock directly (no need for a level rules actor).
- Better way of displaying Dialogue - Alot of story missions rely on text / dialogue to progress the plot. I created a simple actor that displays wrapped dialogue or text on the local player's HUD using the rendering code for hints. It's sexier than messagetriggers, for sure.
========================================================================================
Planned Features
- 'Custom Ammo Pickups that can be configured to refill only specific weapons ...
- INSERT YOUR IDEA HERE -
========================================================================================
Download the latest version of this mode with the link above. The zip includes a very basic (and colourful!) test map to show you how the new actors need to be set up. To open the map offline use the command open KFS-Test?Game=KFStoryGame.KFStoryGameinfo .
Note : Source code has also been included as well, in case you wanna see how I set it up.
Last edited: