KF Mod Version 3 - progress  (Read 238823 times)

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #285 on: November 08, 2011, 15:28 »
o.o the kf3 is out o.o ?

I sent you PM Alucard

np Poom!  Pleased you're having some fun!

DarkVolva

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Re: KF Mod Version 3 - progress
« Reply #286 on: November 08, 2011, 18:38 »
I had the same problem too... Snipe, what keyboard do you use? You have a really awkward layout IMO

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #287 on: November 09, 2011, 03:31 »
I had the same problem too... Snipe, what keyboard do you use? You have a really awkward layout IMO

Sorry fellas I'm a lefty

DarkVolva

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Re: KF Mod Version 3 - progress
« Reply #288 on: November 09, 2011, 14:41 »
Quote from: Snipe34
Sorry fellas Im a lefty

That explains it. Well, since I'm ambidextrous, I'll try it out ;)

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #289 on: November 10, 2011, 05:56 »
Thanks to our coder 100GPing100 I'm fixing maps.  Also some tutorials and examples for mappers for Storymode.

Spawning zombies using AIScriptedTriggers can be troublesome and complex.  Problems similar to Hive where zombies fill up the map and lag bog the server.

There are ways to make it easier.  It requires certain AIScriptedTrigger sequences.  I'll post tuts and example maps with the AIScriptedTriggers sequences, so mapper can learn.  Or if they prefer, simply copy/paste from the example maps (I will make them later), rename the Tags and Events.

I also learned about BlockedPath navigation point.  Same icon as the JumpSpot.  In ActorBrowser, look under NavigationPoint > BlockedPath. 

(Audrey you could use BlockedPath in that Box remake you were working on, so when the money door opens it will trigger so that zombies can go thru - but before the door opens they won't try to get thru).
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The BlockedPath is used to path thru UT Movers and also into money rooms.  Or maybe trick the players into feeling safe, then trigger a new path(s) and zombies come from a different direction ^^

Download the example map (copy it to V3 beta - don't load it from old KFMod20 directory or UT gets confused).
http://www.mediafire.com/?0de13lf88g7mnen

[I suggest, switch on Paths View - top of 3d window, right click > View > ShowPaths]

BlockedPath tells zombies the path is broken/blocked.  Then, a switch tell them the path is not blocked, so they begin to go thru the place that was blocked - as in the example map.

Place a Blocked Path at either side of the door or obstruction.
Note the Object Name of the BlockedPath, EG: Object > Name: BlockedPath0  The second Blocked path will probably be BlockedPath >  Object >  Name: BlockedPath1
Open one BlockedPath > NavigationPoint > ForcedPaths and type in [ 0] the name of the other BlockedPath EG: blockedpath1.  (if you typed it ok, it should auto-captialize some letters of the name.)
Then repeat that for the second BlockedPath, EG probably blockedpath0

Rebuild paths.

You should see yellow lines connecting the two BlockedPaths right through the Door or obstruction.

IMPORTANT:  No other paths should go through the door or obstruction, which would make the BrokenPath useless.  If any other paths go through you need to enter the pathnodes ProscribedPaths Object names (proscribed = forbidden paths).  Or simply move other pathnodes so no lines go through the blocked path, path -- except the two yellows.

But red or proscribed lines are ok to go through the door or obstruction.  Zombies will not follow red path lines.

Finally, Tag both BlockedPaths the same Tag as the door or obstruction.   When that door or obstruction opens the bBlocked=True in both BlockedPaths will change to False.   Zombies will now take that route.
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[Raj, would you mind copying this BlockedPath tut to maps &mapping and deleting what is not relevant to the tut, please?  Or I can copy/paste the tut if you prefer.]

The new ammo resupply static mesh for mappers to place in V3 Storymode, coded by 100GPing100:


full SIZE: <img src="http://i.imgur.com/ZBbXf.jpg" alt="" title="Hosted by imgur.com" /></a>
« Last Edit: November 10, 2011, 07:10 by Snipe34 »

Hicks

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Re: KF Mod Version 3 - progress
« Reply #290 on: November 10, 2011, 07:13 »
Woah, i liked ammo box ;)

100GPing100

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Re: KF Mod Version 3 - progress
« Reply #291 on: November 11, 2011, 09:23 »
I need the reference path for the ammo box's static mesh and texture.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #292 on: November 11, 2011, 13:49 »
I need the reference path for the ammo box's static mesh and texture.

Hi and welcome 100GPing100!

KFNewMeshes1.Weapons.AmmoKFre-supply
KFNewWeapons.AmmoKFresupply

Also sent you a PM

Thx Hicks... I thought to make just a box, but added the handle, curves... looks better.
« Last Edit: November 13, 2011, 22:50 by Snipe34 »

Hicks

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Re: KF Mod Version 3 - progress
« Reply #293 on: November 11, 2011, 19:44 »
Hi, 100GPing100 ;)

Quote
Thx Hicks... I thought to make just a box, but added the handle, curves... looks better.
Definetely better than just box!

dakoslug

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Re: KF Mod Version 3 - progress
« Reply #294 on: November 11, 2011, 22:13 »
Can I be a beta tester :D

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #295 on: November 12, 2011, 03:41 »
Can I be a beta tester :D

sure Dakoslug - sent you PM

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #296 on: November 14, 2011, 18:34 »
music status:
Finally the musician has replied. He says atm he's working at another project which will take a few months, but he wants to support us and he knows this mod (at least the older versions).

I guess mapping+coding/bug fixing will take a similar time so we should be patient.
... believe me: he's a great artist and he makes high quality music.
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

Hicks

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Re: KF Mod Version 3 - progress
« Reply #297 on: November 14, 2011, 21:46 »
Wow, great news!

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #298 on: November 17, 2011, 01:51 »
Music!!  Cool work N3cro!

V3... thank you for your patience.  You've tried the guns and vehicles, seen the overall concept.  I kinda got it working.  But 100GPing100 is a coder who's doing his best to get V3 working for smooth, fun, online play.

Me on maps, busy in Deep labs.
Also fixing Karma (moveable objects) I had luck using LawDogsKActor code from Wiki.  Not totally smooth but a huge improvement on old Karma moveable objects that were mainly a nuisance.
KF monsters were coded to throw Karma moveable objects - Players to use Karma moveable objects to block zombies.  At last mappers can place the damned stuff ^^ 

The ongoing story of our sinister new Trader.  Had to preserve the heads or they'd go rotten.  Placed on shelves at her shop:




Hicks

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Re: KF Mod Version 3 - progress
« Reply #299 on: November 17, 2011, 08:57 »
Omg, poor traders xD