'Story Mode' GameType

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Alex_KF

FNG / Fresh Meat
May 17, 2006
320
12
0
Ooook , here comes the mother of all updates! :)


I'm not gonna bother going into the tiny details, because there's just too many of them. But here are the important improvements :


- Added 'Failure Conditions' to objectives, so you can set up more complex scenarios. ie Kill 30 enemies while also defending this area or you lose!

- Added Success/Failure 'Actions' which specify what should happen when an objective is successfully completed or failed. ie. 'Proceed To next Objective' or 'EndGame in Victory' , etc.

- The trader's 'Whisp' trail now shows the way to Objectives with the bObjHasLocation flag

- Ammo pickups now spawn correctly (there is no randomization. What you place is what will appear).

- Lots of improvements to the DialogeSpot actor. Added option for playing Voiceovers alongside text.

- Added several new options to the levelRules actor for fine tuning gameplay , notably a modifier for the amount of cash players receive from killing ZEDs, and the cash penalty players suffer from dying.



Download link is on the front page! Enjoy :)
 
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braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
A gift from the heavens :)

Alex, would it be possible to add this scenario? ...

I was going to make a map based on time lapse, with the map time lasting about an hour and each 10 minute increment is going to be an objective to reach or wave. So it should work out at 6 waves and each wave lasts 10 mins.

I don't want to give too much away about the mut but here is how it is hopefully going to be....

If you die during one of the hours, you will respawn as long as one person is still alive at the end of the hour (10 real time mins)

After each of these hours, the amount of zeds increase.

The final hour will be the most difficult and who ever dies stays dead until the map is restarted, so any members left alive will have to do their best.

I just wanted a survive the night style scenario but not sure whether this will work with your mod set up or whether it would have to be coded in separately?
 

Alex_KF

FNG / Fresh Meat
May 17, 2006
320
12
0
Alex, would it be possible to add this scenario? ...

Yes, it would.

The way you'd set it up would be with a combination of objectives with the OBJ_Timed success condition, a set of StoryZombieVolumes & Some checkpoint volumes.

Your timed 'wave' objectives would look something like this :

exampleobj.jpg


Each time the wave completes you would have another objective, like some sort of down-time followed by another 600 second timed objective. rinse and repeat.

To make the zombies spawns increase with intensity as each wave progresses, you would need to have at least the same number of volumes as there were 'waves'. Each Volume would be configured like this :

zombievolexample.jpg



In this way the Zombie volume would only start spitting out ZEDs when it is trigggered by the objective. You can use the Objective's 'ActivationEvent' for this purpose. And 'CompletionEvent' to shut the zombie spawning off once the wave is over.

Finally, you would want to checkpoint players as they progressed through the waves to respawn dead ones and save their progress. You can do this using checkpoint volumes. Here's how you might set that up :

checkpointexample.jpg


In the above example, the checkpoint would be activated when it was triggered (presumably by the Wave objective's 'Completion Event'). You would need one checkpoint volume for each wave. Also - Note that for checkpoint volumes to work they need to have at least one playerstart inside them & the paths in the map must be rebuilt.

If you have any further questions about this setup, I would be happy to answer them in real-time on Skype. It's easier than typing out enormous forum posts ;)

Skype username is A_Jim_Quick
 
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Alex_KF

FNG / Fresh Meat
May 17, 2006
320
12
0
Another small update -



- OBJ_Touch condition now works as expected for KF_StoryObjective actors.

- Updated KF-Test map to use dialogue actors & some of the newer features

- Fixed an instance where ZEDs were failing to spawn in the right quantities. This was especially apparent in maps using ZombieVolumes with a non-zero 'NumTimedSpawns' property.

- Improvements to checkpoint reset & game state 'saving' functionality. Dialogue actors are now saved so that dialogue restarts from the correct position. This is especially noticeable in Dialogue actors with large amounts of text.


as always, link is on the front page :)
 
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Alex_KF

FNG / Fresh Meat
May 17, 2006
320
12
0
Hey guys! I updated the code again and also created a tutorial for you mappers out there, showing you how to use my story code to set up a basic (but pretty cool) Wave/Progression based map!

check the front page for a link :)
 

avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
Great gametype you have here and I'm sure i'll make use of it at some point.

Since the last KF update the story gametype doesn't seem to work any more.

Is anyone else having this issue?
 

Gti

FNG / Fresh Meat
Apr 24, 2012
2
0
0
hi guys wanted to ask
if there was any way to create a trigger
that automatically load the next map
to gain continuity in history
besides getting the smaller maps
to gain performance

I think the concept of continuity between maps can link
creates a dynamic campaign
creating a network of interlinked maps

if run this concept could carry out a major project of story mode / campaign

I am very interested to know if this would be possible trigger

Greetings and sorry for my bad English
 

SLeePYG72786

FNG / Fresh Meat
Jul 5, 2012
14
0
0
I can't wait to see more from this along with more maps. I also really hope TWI picks this up and makes an official Co-op Campaign / Story mode from the beginning of KF time. Would be really awesome. :eek: