Setting Up Navigation (Killing Floor 2)

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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.

Navigation Actors

  • 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

NavigationActorKF2.jpg

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