Kreative Korner > Maps & Mapping
Killing Floor Mapping Tutorial
Snipe34:
--- Quote from: jeetkunedo on May 31, 2010, 15:23 ---Hey i have a problem...
So i import 20 textures ,all 512 x 512 ,all bmp ,all good .
They import i have the map the package (yeah it's myLevel at name or something)
I only use 2 textures a couple of times on the map ,save again ,exit ,come back later and when i open the map is good but when i open my package the 2 textures i used are looking fine but the other 18 are black,WHAT THE FUCK ?
Realy need some help over here ,over .
--- End quote ---
You mean you only used 2 textures? If you don't use all of them - place them in your map, they will disappear from your map's 'mylevel.' You will need to re-import, and then place all of them in your map.
Snipe34:
--- Quote from: jeetkunedo on June 02, 2010, 06:29 ---Snipe i tried to open the hive or oter story maps but it laggs too much and i can't look at it ,could you please help me on those things ,it would be great if you can ... :
1.I want to make a storymode map , how to make player respawns (on the map wherever i want too) when they die so they don't leave the game ,and if possible to have a number of lives .
2.If you are in a volume trigger some zombie spawns ,fp's for example somewhere , and if it's on easy spawn less and hard spawn more , how... ?
3.Is it possible to make a action like:
Press use on something >gives hunting shotgun (but requires 500 $ ,a restriction like if the player has >500 then spawn pickup somewhere or give it the player .
4.Teleport ? How do i make a player teleport if they press use somewhere and how do i make the teleport destination ?
thanks...
--- End quote ---
Hey man! Using Pix' counter triggers as per my tut, you can open the doors to next level similar to a storymap. If you Google around you can also find more info on the subjects below:
Use TriggeredPlayerStarts for player spawn. Give the first spawn a common Event;Tag:TriggeredPlayerStart1 is ok. At the next set of player spawns: Event;Tag: TriggeredPlayerStart2 is ok... So you tag each set of triggered player starts uniquely.
But you also need to switch on the new ones and the old ones off. For that you need standard triggers. Place the first trigger before the 2nd players spawns, and in the standard trigger's Event;Event;TriggeredPlayerStart2 (so that switches on the 2nd player spawns). Just past that trigger place another Event;Event;TriggeredPlayerStart1 - so that switches off the first TriggeredPlayerStarts.
Finally don't forget to make the standard triggers, classTriggers;KFHumanPawn, so the zombies don't trip them.
Volume trigger idk anything about, sry (except the type to turn on player damage as in Horztal flipped taxi). For spawning zombies in that map I used scriptedTriggers.
I know how to spawn weps on demand, but idk how to charge a fee for them :)
Switchable teleports idk either, only standard, stand on teleport and go, similar to Trader teleports.
You may be able to find scripts via Google for those things, that's where I found triggered volumes.
Snipe34:
--- Quote from: jeetkunedo on June 06, 2010, 20:11 ---Please help i looked 50 times but kfmonster it's not expendable i mean it doesnt have the + to see the monsters it's just kfmonster there and yes im looking in the right area , i want to see the zombies but i can't help ....
--- End quote ---
Do you mean this?
Snipe34:
--- Quote from: jeetkunedo on June 07, 2010, 18:16 ---YEs ,exactly that i can't expand that thing i don't know why ,there is nothing in kfmonster ...
--- End quote ---
You are working with KF edit and not UT edit?
Snipe34:
--- Quote from: jeetkunedo on June 09, 2010, 11:28 ---Like always i open killing floor map editor .bat but when it opens it opens the unreal 2004 editor ,so i have to open a killing floor map in order to get the stuff like kfdoormover , zombievolume etc. so i guess if i get that stuff it's in kf edit mode ?
What to do ?
--- End quote ---
Maybe you don't have the standard setup for the mod? This is how it's setup for me, the standard:
In your c:\UT2004\KFMod20 directory should be KF Map Editor.bat In that .bat file (.bat is a batch file that you can edit. To edit, right click KF Map Editor.bat > edit. Use notepad to edit) Inside KF Map Editor.bat should be exactly this: ..\system\UnrealEd.exe -mod="KFMod20" -nogamma (i copy/pasted from my KF Map Editor.bat to here. Also, I added -nogamma so the editor don't brighten my screen)
To get the KF editor working, double click on the KF Map Editor.bat
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