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<pre style="font-weight: bold; font-size: 12pt; background: #ffc4c4">! ALL MAPS SHOULD MERGE THEIR MESHES WHERE POSSIBLE !</pre> | |||
<pre style="background: #fffcd6">If you cannot implement Precomputed Visibility, you must at very least set proper render distances for ALL actors on your map.</pre> |
Revision as of 10:39, 25 October 2018
Introduction
This documentation is provided to help you create your own Holdout style Killing Floor 2 map. While most systems for a standard map exist in a Holdout map, there are new kismet functions that exist to make a Holdout map work. The kismet and necessary actors for Holdout gameplay are all setup and included in the template map. This means you can spend most of your time developing your arenas without having to understand how all of the Holdout systems function. However the following documentation will explain the systems.
Template Map Location
A sample template map has been made available to community developers on the off chance that they'd like to make this type of map themselves. It can be located in the SDK section of the steam build:
{BASE STEAM INSTALL LOCATION}\SteamApps\common\killingfloor2\KFGame\BrewedPC\Maps\SDK\Mod_Tools_HoldOut_Template.kfm
How Holdout Works
The following discusses holdout as set up in The Descent and in the template. Other maps like Nightmare and Powercore tweak the set-up slightly but use the same principles. Although it may look like it, Teleportation does NOT use Trigger Volumes to teleport a player when they 'drop' down. Trigger volumes are only used to teleport players that are not in the correct Arena when a wave starts. Instead teleportation happens using a system of KFTeleporters.
Maps like Nightmare or Powercore use the same principles as above, but instead of a 'Single Parent Teleporter', they now have multiple Parent teleporters located in each arena. Instead of dropping into an extremely large collision radius, the player runs (or is pushed) into a smaller one instead. |
Arena Layout in Worldspace
An important thing for you to understand in the beginning is the actual layout of each of the arenas in the editor’s worldspace. There are eleven arenas in total. A starting arena, nine randomly played arenas and a boss arena. Regardless of game length, a match will always start players in the start arena and finish in the boss arena. The game waves in-between the start and boss wave are randomly selected from arenas 1-9 and never repeated. The following is a top-down view of all the arenas. They have been arranged in a line to simplify their layout. Each one has a note in editor stating what arena it is. You can teleport to locations in the editor/map by using the Bookmark functionality in UDK (Pressing Ctrl+Number to set a bookmark. eg: Ctrl+1). Currently the Bookmarks are already set and you can teleport to those locations by pressing keys 1-9(0). In the template, all arenas are hotkeyed in the editor, except for the starting room:
The importance of knowing where they are and using the hotkeys becomes even more beneficial if you choose to make changes to the Kismet and need to know what Arena you are making changes to. It also speeds up movement and navigation within the editor Maecenas varius tempor massa, sit amet elementum odio luctus eget. Donec dignissim quam id eros vestibulum consequat. Donec eu orci in lacus efficitur convallis eget ut tellus. Praesent placerat tempus metus vitae auctor. Vivamus ac lectus mattis, porta ipsum vitae, pellentesque mi. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Integer nec ipsum condimentum, porttitor ex nec, consequat lectus. Etiam lacus dui, iaculis quis nisl quis, efficitur luctus neque. Nullam pulvinar nec leo id convallis. Proin non est ante. Aliquam erat volutpat. Cras ut libero lectus. Cras vitae nunc lectus. |
! ALL MAPS SHOULD MERGE THEIR MESHES WHERE POSSIBLE !
If you cannot implement Precomputed Visibility, you must at very least set proper render distances for ALL actors on your map.