'Story Mode' GameType

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RoBoT

FNG / Fresh Meat
Mar 21, 2009
1,155
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Syria
Community poll time -

How do we feel about randomized ammo / weapon spawning ?

Like .. I place 20 ammo pickups but only 5 of them spawn at once cuz i'm playing on Suicidal difficulty, etc. Is this something that the majority of you would like to keep for your story missions ? Or would you like it removed / tweaked

I would prefer tweaking it and possible to be the mapper's choice

if you checked Falidell Triggerpack v2
http://forums.tripwireinteractive.com/showthread.php?t=77299

he have custom KFAmmopickup which it always spawned, its pretty good use to choose how many ammoboxes you want them to be spawned depends on difficulty
 

RoBoT

FNG / Fresh Meat
Mar 21, 2009
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well I haven't thought of best idea but it could be like this True or False in KFSAmmopickup (custom one for storymode) properties:

bSpawnBeginner= True
bSpawnNormal= True
bSpawnHard= True
bSpawnSuicidal= False
bSpawnHoE= False

this means the KFSAmmopick will be "force" spawned only on beginner/normal/hard
 
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HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
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Behind You!
well I haven't thought of best idea but it could be like this True or False in KFSAmmopickup (custom one for storymode) properties:

bSpawnBeginner= True
bSpawnNormal= True
bSpawnHard= True
bSpawnSuicidal= False
bSpawnHoE= False

this means the KFSAmmopick will be "force" spawned only on beginner/normal/hard

Something like that could be pretty useful. For weapons aswell.

Also
1. Some kind of dropdown list or similar to specify the weapon it gives ammo to (or to specify the type of ammo it supplies)
2. Set the amount of ammo it gives (someone said the one we have now doesnt actually work?)
3. Wether it respawns or not
4. Wether it spawns randomly or is always there

Cant think of anything else right now.

---

Oh and btw, a trigger that checks how many players are in an area or in the game could also be useful, to increase difficulty depending on player count. Sure the game already does that to some extend but it doesnt change the amount of specimens spawned when you do it with scripted triggers.

So basically you could have something like:
IF playercount is higher than (your value), trigger this event (eg. spawning more enemies)
 
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slavek

Grizzled Veteran
May 4, 2006
3,075
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UnrealEd: Viewport #1
Not sure if this is already in current gametypes but if not, would it be possible to have player inventories carry over to linked maps? So if you finished the map with 3 magazines for your pistol, you would start the next map with 3 mags. Just an idea.
 

halbridious

FNG / Fresh Meat
Jan 6, 2011
1,769
211
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Michigan (USA)
that just makes me want to have open world KF again slavek - just think... Killing floor, in a huge world full of quests and guns and zeds... gah... now i'm going to dream of borderlands with a KF theme :D
 

Alex_KF

FNG / Fresh Meat
May 17, 2006
320
12
0
New update :

v0.15

- added custom LevelGameRules actor for story play
- added 'ZombieKillVolume' for protecting player spawn areas from constantly spawning enemies
- default Player equipment can now be set in LevelGameRules actor
- added option for players respawned by checkpoints to start with a health penalty (or bonus!)
- added several new trigger type options to the Zombie Volumes (Disable, Enable, Toggle, one-off spawn). Removed the 'ZST_Trigger & ZST_Timed' options. All volumes are assumed to be timed.

- fixed an instance where the trader babble was still playing
- fixed an issue with the Zombie volumes where they were not toggling on / off correctly if the NumTimedSpawns was 0
- fixed an issue where Reset() was being called after the 'SecondChanceEvent' that fires off when a team respawns at a checkpoint, potentially messing up triggers.
 

Alex_KF

FNG / Fresh Meat
May 17, 2006
320
12
0
yet another update ..

v 0. 16

- Quick hotfix for the Zombie volumes. Removed 'MaxZombies' var because it wasn't doing what it said on the tin. Added a maximum zombies value to LevelRules that functions the same way as the 'WaveMaxMonsters' value would during vanilla gameplay.
 

Alex_KF

FNG / Fresh Meat
May 17, 2006
320
12
0
Update :

Added Fel & S281's 'Bridge' map to the front page. It uses Checkpoint & Story zombie volumes. It also happens to be alot of fun. try it !
 
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Aug 14, 2010
112
1
18
Tarragona (Spain)
This is awesome Alex, Im newbie in mapping but my first map will be a story map, that's why Im so excited with this.

Thanks!!

I was wondering if may be possible spawn enraged Fleshpounds for some "panic events", I found a tricky way, spawning FP's above a 1000 dps lava volume and using a teleporter to bring the FP's where I want... but you know it's a tricky way :D
 

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
Pre Post:

You could use a scrtiped trigger Action>SpawnActor Fp Raged. You didnt need to teleport it into the map like you posted below Drunken.

I was wondering if may be possible spawn enraged Fleshpounds for some "panic events", I found a tricky way, spawning FP's above a 1000 dps lava volume and using a teleporter to bring the FP's where I want... but you know it's a tricky way :D

The New way to do this;

Thats all done by selecting raged fleshpound in the zombie volumes properties. you can litteraly spawn anythign using these.

I will be writign a turotial on how to use all the features for you as well. There are 2 ways you can use this code. 1; a VERY easy way to create a simple mission maps by just calling events using the checkpoint system (survival Bridge), OR a somewhat more involved way (still eliminates 90% of the scripted triggers that are used) to allow adding objectives. Once i figure out a meathod for this way ill will be posting a tutorial.

JUST FYI it envolves making EASY area reset scripts that are triggered once then setting up the scripted triggers in a linear fasion (soooo simple compared to previous mission maps). Literally took me 30 mins to get gameplay in 1/3 of Newhaven using this meathod. in comparison it took about 4 days to do it the other way. =D

Note: its still all controlled off of checkpoint volumes so basicaly point and click mission making.

yet another update ..

Ah dont forget the event trigger on zombie death feature you added to the new zombie volumes :)
(used to trigger End game event sequence on pat death for the bridge)

:IS2::IS2::IS2:
 
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Alex_KF

FNG / Fresh Meat
May 17, 2006
320
12
0
Huge update!

v0.25

Major stuff :​

- Updated Test Map

- Added 'KF_StoryObjective' actor. Can be configured in several different styles to provide Map objectives in story play. NOTE : Add all placed objectives to the LevelRules' 'StoryObjectives' array *in the order you would like the objectives to be accomplished*. ie. Whatever is at index 0 of the array will be considered the first objective.

- Added 'KF_ShopVolume_Story' actor. Can be configured to stock specific items as well as given a unique name & welcome message.

- Added 'KF_DialogueSpot' actor. Can be used in place of 'MessageTriggers' to display wrapped dialogue text.


Minor stuff :​

- Re-added 'MaxSpawnedZEDs' var to ZombieVolumes as a clamp on the number of ZEDs that can be spawned by that particular volume at once.

- Migrated CheckPointResetClasses arrray from LevelRules to CheckPointVolume so LDs can be more specific about what gets reset when a team respawns

- Added 'bStartEnabled' flag to CheckPoint Volumes. Allows LDs to specify whether a Checkpoint should be automatically enabled when the game starts. Handy for setting a 'starting' checkpoint.

- Added 'CheckPointresetActors' array to Checkpoint Volumes. allows LDs to reset only specific actors in the map when a team is Restarted

- Added 'bRemoveDroppedWeapons' flag to Checkpoint Volumes. allows LDS to remove weapons that were dropped / thrown by players when a team is restarted.

- Added 'Activation Events' array to CheckpointVolumes. Allows LDs to fire off multiple unique events from a single checkpoint, if required.

- Added option to ZombieVolumes to kill all the zombies it had previously spawned when it is de-activated

- Added bool to LevelRules actor for specifying whether (friendly AI) bots are allowed to spawn (in standalone play only, currently)

- Hid unnecessary variable categories on Story/Zombie volumes, Objective & LevelRules actors. Renamed exposed variable groups for greater clarity.

- Added new icons for Story LevelRules & Objective actors so they're easier to identify in the editor

- Added option to play music when an objective is in progress (check the Audio rollout of the Objective actors' properties)


Check the front page for the latest download link!
 
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koschi

FNG / Fresh Meat
Jun 13, 2009
400
62
0
myrencontres.com
i cant wait for some cool story maps, i hope kicker kicks up his maps with this... and a lot of new maps of course!

this is realy something KF needed!
 

RoBoT

FNG / Fresh Meat
Mar 21, 2009
1,155
156
0
33
Syria
- 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.

Can't you use red path smoke to lead to objectives too?