Setting Up Navigation (Killing Floor 2): Difference between revisions
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=Introduction= | =Introduction= | ||
This document is meant to be used to get an understanding of the Navigation system for Killing Floor 2. It's meant to give a basic usage guide and explanation of the editor markup that is particular to Navigation. There is also a section that covers unique requirements for the doors (KFDoorActor) in Killing Floor 2. | This document is meant to be used to get an understanding of the Navigation system for Killing Floor 2. It's meant to give a basic usage guide and explanation of the editor markup that is particular to Navigation. There is also a section that covers unique requirements for the doors (KFDoorActor) in Killing Floor 2. | ||
==Navigation Actors== | ==Navigation Actors== | ||
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''' | ''' | ||
Clear Proscribed/Forced Paths''' – clears the forced and proscribed paths | Clear Proscribed/Forced Paths''' – clears the forced and proscribed paths | ||
==Path Connection Colors== | ==Path Connection Colors== |
Latest revision as of 01:54, 11 February 2022
Introduction
This document is meant to be used to get an understanding of the Navigation system for Killing Floor 2. It's meant to give a basic usage guide and explanation of the editor markup that is particular to Navigation. There is also a section that covers unique requirements for the doors (KFDoorActor) in Killing Floor 2.
- KFPathNode – typical navigation actor
- KFPlayerStart – typical player start location for Killing Floor 2
- KFDoorMarker – a navigation marker that helps the Zed navigate a doorway
- KFPickupFactory_Ammo – a potential navigation marker (default off) A pickup for ammunition
- KFPickupFactory_Item_Default – a potential navigation marker (default off) A pickup for tier 1 items
- KFTrigger_ChokePoint – a navigation marker that helps the Zed navigate throw narrow passageways
- KFDoorTrigger – a non navigation actor that works with the KFDoorMarker and KFPathNode. Used to allow Zed to interact with doors as well as Human players
- KFPawnBlockingVolume – a special blocking volume that will block either players or Zed
Useful Editor Additions
If you select a navigation actor, such as a pathnode, and RMB on it, you will find half way down the context menu “Path Options”, this is a useful tool in measuring connections between two pathnodes, letting you know the maximum NPC size, etc. Below is the explanation of what is what.
Auto Position – enabling this option will get the engine to attempt to align the navigation marker
Select Unnecessary Pathnode(s)[TW] – using this option will attempt to select the PathNodes that are not needed in a the area
Force one-way connection – this will create a forced path between the first selected and second selected
Proscribe connection in one direction – this will proscribe (block/deny) a path between the first selected and second selected
Proscribe Paths – blocks/denies a connection between two selected (or more) nodes
Force Paths – forces a connection between the two selected (or more) nodes Clear Proscribed/Forced Paths – clears the forced and proscribed paths
Path Connection Colors
Normal Connections
Blue - narrow path (Stalker, Crawler, Siren or otherwise Small) Green - normal width (Clot, Gorefast, Husk or otherwise Medium) White - wide path (Bloat, Scrake, Hans, Pound or otherwise Large/Boss) Pink - very wide path (Sizes in excess of current)
Special Connections
Yellow - forced path Red - proscribed path Light Purple - requires high jump (higher than normal jump capability) (Special Moves 1) Purple - "advanced" path (requires "intelligence" to be used) (Special Moves 2) Orange - Wall crawling narrow
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