Miasma Community

Kreative Korner => Maps & Mapping => Topic started by: Snipe34 on March 07, 2010, 23:14

Title: Killing Floor Mapping Tutorial
Post by: Snipe34 on March 07, 2010, 23:14
The basics drawn from UDN, other docs and experience, but slightly different basics which I hope has something of interest to everyone.

I hope the orange txt is readable xd  The scrollbar is way, way down the bottom of the page, so you can see whole pics.

[linkimg]http://i45.tinypic.com/28aqexs.jpg[/linkimg]  maptut01 movement

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Title: Re: Killing Floor Mapping Tutorial
Post by: [MiA]Raj on March 08, 2010, 18:40
Thx, great tut.

Gonna follow it when summer break starts. Got a good idea which i have never been able to realise.

I'll try to fix your images problem tomarrow or later.
Title: Re: Killing Floor Mapping Tutorial
Post by: Snipe34 on March 09, 2010, 16:02
Thanks Raj, and the screen width :o  An unconventional tut which aims at 'how to' and I hope it's useful.
Title: Re: Killing Floor Mapping Tutorial
Post by: poompoom500 on May 19, 2010, 18:19
 >:( To Snipe34,

That's what I'm talking about!!! Nice tutorial. Now if you can only share the rest with us, like movers, counters (like in KF-OldTower, heh-heh), and triggers, then it'll be greeeaaaatttt!
Title: Re: Killing Floor Mapping Tutorial
Post by: Snipe34 on May 20, 2010, 01:28
Quote from: poompoom500 on May 19, 2010, 18:19
>:( To Snipe34,

That's what I'm talking about!!! Nice tutorial. Now if you can only share the rest with us, like movers, counters (like in KF-OldTower, heh-heh), and triggers, then it'll be greeeaaaatttt!

It's on my todo list  :P
Title: Re: Killing Floor Mapping Tutorial
Post by: deathnotedo on May 20, 2010, 11:42
dam the only thing i need to know bout mapping is how to make a zombie be somewhere i dont mean a zombie spawn volume but i want to make a map like so when you turn a corner a zombie walks out of a door any one got any idears??
Title: Zombie triggered spawn...
Post by: poompoom500 on May 20, 2010, 17:51
 :-[ To deathnote,

Quotei want to make a map like so when you turn a corner a zombie walks out of a door any one got any idears??
Sure thing. You need something like KF-TheHive251 triggered spawns (or KF-Horztal33).

KF-TheHive251 uses a "scriptted trigger" to activate a zombie spawn(s). First, you need a mover (door) to activate the "scriptted trigger". You get the "scrippted trigger" by clicking on the "Actor" button. It looks like a chess pawn. Then you go to "Keypoint", then "AIScript", then "ScripttedSequence", and finally to the "ScripttedTrigger". Go to the location where you want to place the scriptted trigger and left click and scroll to the part that says "Add ScripttedTrigger Here". Then right click and you have your scriptted trigger! Then open its properties by clicking on the scriptted trigger and clicking on "Actor Properties".
(http://img139.imageshack.us/img139/184/scripttedspawns.jpg) (http://img139.imageshack.us/i/scripttedspawns.jpg/)
(http://img43.imageshack.us/img43/4156/scripttedspawns1.jpg) (http://img43.imageshack.us/i/scripttedspawns1.jpg/)
(http://img708.imageshack.us/img708/6199/scripttedspawns2.jpg) (http://img708.imageshack.us/i/scripttedspawns2.jpg/)
(http://img193.imageshack.us/img193/5468/scripttedspawns3.jpg) (http://img193.imageshack.us/i/scripttedspawns3.jpg/)
(http://img291.imageshack.us/img291/3504/scripttedspawns4.jpg) (http://img291.imageshack.us/i/scripttedspawns4.jpg/)

Then click on "AIScript". Then "Add". And go down to "New". Scroll down the list and choose "Action_WAITFOREVENT". Then click on "New" button on the RIGHT SIDE! Then click on "External Event". Then type in the "tag" (name) of the mover (door). Then go back up to the "Actions" bar and click on "Add" button again. Now you have to choose a different slot, "ACTION_SpawnActor". Then click on "New" on the right side. This will open up the event bar. Click on the "ActorClass" button and scroll down to "ZombieBloat" or whatever zombie you want to spawn! And that's it.
(http://img641.imageshack.us/img641/5194/scripttedspawns5.jpg) (http://img641.imageshack.us/i/scripttedspawns5.jpg/)
(http://img140.imageshack.us/img140/3705/scripttedspawns6.jpg) (http://img140.imageshack.us/i/scripttedspawns6.jpg/)
(http://img33.imageshack.us/img33/4268/scripttedspawns7.jpg) (http://img33.imageshack.us/i/scripttedspawns7.jpg/)
(http://img594.imageshack.us/img594/766/scripttedspawns8.jpg) (http://img594.imageshack.us/i/scripttedspawns8.jpg/)
(http://img16.imageshack.us/img16/7514/scripttedspawns9.jpg) (http://img16.imageshack.us/i/scripttedspawns9.jpg/)
(http://img690.imageshack.us/img690/8365/scripttedspawns10.jpg) (http://img690.imageshack.us/i/scripttedspawns10.jpg/)
(http://img697.imageshack.us/img697/6214/scripttedspawns11.jpg) (http://img697.imageshack.us/i/scripttedspawns11.jpg/)
(http://img268.imageshack.us/img268/7742/scripttedspawns12.jpg) (http://img268.imageshack.us/i/scripttedspawns12.jpg/)
(http://img269.imageshack.us/img269/350/scripttedspawns14.jpg) (http://img269.imageshack.us/i/scripttedspawns14.jpg/)
Title: Adding objects...
Post by: poompoom500 on May 22, 2010, 14:22
 :-[ To jeetkundo,

QuoteCan you please tell me how to add objects ?
Okay. This should be kind of easy. Anyways, let's start by click on the "staticmeshes" button at main menu bar. That should be the one under the "File, Edit, View, etc..." bar. It's the arch picture. (http://img707.imageshack.us/img707/4230/staticmeshes1.jpg). What you get is the static meshes dialog box. Click the "open" button. It's the one that looks like an open envelope. (http://img10.imageshack.us/img10/9710/staticmeshesopenbutton.jpg). Then you'll see the  "Open Static Meshes Package" dialog box. Choose the static meshes you need. I'll choose "KillingFloorstatics.usx". From that selection, pick the object that you want. In this case, I picked the "Patio Table".(http://img697.imageshack.us/img697/3042/staticmeshespatiotable.jpg). Choose your location where you want the object to be, and left-click and scroll to "Add Static Mesh: 'KillingFloorStatics.PatioTable'". And right-click. Bwahlah, you have your object!
(http://img408.imageshack.us/img408/1162/addingobjectsaa.jpg) (http://img408.imageshack.us/i/addingobjectsaa.jpg/)
(http://img204.imageshack.us/img204/9391/addingobjectsbb.jpg) (http://img204.imageshack.us/i/addingobjectsbb.jpg/)
(http://img217.imageshack.us/img217/7970/addingobjectscc.jpg) (http://img217.imageshack.us/i/addingobjectscc.jpg/)
(http://img215.imageshack.us/img215/9113/addingobjectsdd.jpg) (http://img215.imageshack.us/i/addingobjectsdd.jpg/)
(http://img139.imageshack.us/img139/2084/addingobjectsee.jpg) (http://img139.imageshack.us/i/addingobjectsee.jpg/)
(http://img263.imageshack.us/img263/995/addingobjectsgg.jpg) (http://img263.imageshack.us/i/addingobjectsgg.jpg/)

And if you want to RESIZE the object, just click on its properties, (http://img208.imageshack.us/img208/6500/staticmeshesproperties.jpg) and click on "Display" bar. Then click on "DrawScale" and change the size. I changed it to .5 from 1.
(http://img189.imageshack.us/img189/3824/addingobjectshh.jpg) (http://img189.imageshack.us/i/addingobjectshh.jpg/)
(http://img28.imageshack.us/img28/3894/addingobjectsii.jpg) (http://img28.imageshack.us/i/addingobjectsii.jpg/)
(http://img695.imageshack.us/img695/521/addingobjectsjj.jpg) (http://img695.imageshack.us/i/addingobjectsjj.jpg/)
(http://img375.imageshack.us/img375/8225/addingobjectskk.jpg) (http://img375.imageshack.us/i/addingobjectskk.jpg/)
Title: Re: Killing Floor Mapping Tutorial
Post by: Snipe34 on May 23, 2010, 16:17
Great how to do it mesh tutorial, poompoom!

For trader doors and map basics there's also a tut that comes with KF, in the KF directory.
Title: Exporting textures and staticmeshes...
Post by: poompoom500 on May 23, 2010, 18:08
 :-[ To jeetkunedo,

Quotei want to export  my custom textures and static meshes
It shouldn't be too hard. Unless you want to crop or "borrow"  the object from a map and save it in an SM file to use for your own. Anyways, just go to your Windows Explorer, click on your main HDD (hard disk drive), C:\Program Files\Unreal Tournament 2004\KFMod20\Textures, and choose your textures, (ex. KF_Mahloeeh_MyLevel.utx) and copy it to a separate folder (ex. "My Documents\jeetkunedo_exports"). Of course you have to create the sub-directory, "jeetkunedo_exports" before you "copy to" your textures file to it. The same applies to your static meshes file(s).
(http://img294.imageshack.us/img294/5074/jeetsmtexturesexport.jpg) (http://img294.imageshack.us/i/jeetsmtexturesexport.jpg/)
(http://img693.imageshack.us/img693/2543/jeetsmtexturesexportaa.jpg) (http://img693.imageshack.us/i/jeetsmtexturesexportaa.jpg/)
(http://img155.imageshack.us/img155/1273/jeetsmtexturesexportbb.jpg) (http://img155.imageshack.us/i/jeetsmtexturesexportbb.jpg/)
(http://img338.imageshack.us/img338/8107/jeetsmtexturesexportcc.jpg) (http://img338.imageshack.us/i/jeetsmtexturesexportcc.jpg/)
(http://img580.imageshack.us/img580/7614/jeetsmtexturesexportdd.jpg) (http://img580.imageshack.us/i/jeetsmtexturesexportdd.jpg/)
(http://img88.imageshack.us/img88/4922/jeetsmtexturesexportee.jpg) (http://img88.imageshack.us/i/jeetsmtexturesexportee.jpg/)
(http://img32.imageshack.us/img32/7893/jeetsmtexturesexportff.jpg) (http://img32.imageshack.us/i/jeetsmtexturesexportff.jpg/)
Title: Re: Killing Floor Mapping Tutorial
Post by: Snipe34 on May 31, 2010, 18:17
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 .

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.
Title: Re: Killing Floor Mapping Tutorial
Post by: Snipe34 on June 02, 2010, 19:01
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...


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.
Title: Re: Killing Floor Mapping Tutorial
Post by: Snipe34 on June 07, 2010, 18:02
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 ....

Do you mean this?
(http://i48.tinypic.com/iyzfj9.jpg)
Title: Re: Killing Floor Mapping Tutorial
Post by: Snipe34 on June 09, 2010, 01:07
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 ...

You are working with KF edit and not UT edit?
Title: Re: Killing Floor Mapping Tutorial
Post by: Snipe34 on June 09, 2010, 14:29
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 ?

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
Title: Re: Killing Floor Mapping Tutorial
Post by: Snipe34 on June 10, 2010, 00:29
Quote from: jeetkunedo on June 09, 2010, 21:55
It's just like that ,it worked properly the frst days ,i didn't need to open a map for kfeditmode but i renember i still didn't had the zombies .

I saw the kf batch file for editor and it's like you say'd (i added no gamma too beacause i hate that lighting ) i didn't changed anything from folders ,i tried reinstalling kf too but i still don't see the monsters and IT STILL opens the unreal ed ,eerything looks right there.

Any idea what it's the problem here?

So you have the standard setup?  Then I don't know... sorry xd
Title: Re: Killing Floor Mapping Tutorial
Post by: poompoom500 on June 10, 2010, 04:15
 :-[ To Jeetkunedo,

I think I know what your problem is. You need to reconfigure your KFMod20.ini file to include KFMod subfolders like Maps, StaticMeshes, System, etc... You need to open your KFMod20 directory and go to "System" folder. Then open the KFMod20.ini file with your notepad. Then scroll down to the "[Core.System]" part and add these lines below the line that says "CacheRecordPath=../System/*.ucl":

Paths=../KFmod20/System/*.u
Paths=../KFmod20/Maps/*.ut2
Paths=../KFmod20/Textures/*.utx
Paths=../KFmod20/Sounds/*.uax
Paths=../KFmod20/StaticMeshes/*.usx
Paths=../KFmod20/Animations/*.ukx

These lines will let you use Unreal Editor on Killing Floor mod directly.
(http://img810.imageshack.us/img810/6315/kfeditoriniaa.jpg) (http://img810.imageshack.us/i/kfeditoriniaa.jpg/)
(http://img810.imageshack.us/img810/7355/kfeditorinibb.jpg) (http://img810.imageshack.us/i/kfeditorinibb.jpg/)
(http://img810.imageshack.us/img810/9501/kfeditorinicc.jpg) (http://img810.imageshack.us/i/kfeditorinicc.jpg/)
Title: Re: Killing Floor Mapping Tutorial
Post by: Snipe34 on June 11, 2010, 03:30
Nice poom, thanks for solving that problem
Title: Re: Killing Floor Mapping Tutorial
Post by: !iHe_Man!i on June 20, 2010, 16:29
someone could tell me how to make a light that can be toggled?
Title: Re: Killing Floor Mapping Tutorial
Post by: poompoom500 on June 20, 2010, 19:46
 :( To HeMan,

Quotesomeone could tell me how to make a light that can be toggled?
What you want is a trigger light. You get it from "Actor Class Browser" (it looks like the chess pawn). Then go to "Light". Then click on "TriggerLight". You'll need a trigger to turn the light on or off. A perfect example of this is the KF map, TheHive. You can do a simple light with a single light and a single trigger to turn the light on.
(http://img819.imageshack.us/img819/7334/triggerlightsee.jpg) (http://img819.imageshack.us/i/triggerlightsee.jpg/)
(http://img199.imageshack.us/img199/175/triggerlightsaa.jpg) (http://img199.imageshack.us/i/triggerlightsaa.jpg/)

Type in the name of the trigger you want to turn on at the "Trigger" Event under "Events" line. The name you typed under "Trigger" Event must be the same as the name you type at the "TriggerLight" Tag under the "Events" line. And that should do it.
(http://img199.imageshack.us/img199/8427/triggerlightsbb.jpg) (http://img199.imageshack.us/i/triggerlightsbb.jpg/)
(http://img819.imageshack.us/img819/4393/triggerlightsdd.jpg) (http://img819.imageshack.us/i/triggerlightsdd.jpg/)
Title: Re: Killing Floor Mapping Tutorial
Post by: Audrey-Rafael on September 13, 2011, 15:44
Just a very simple and (stupid question)

I just don,t get the zombie spawn point, don,t even see them on my editor, where are they? how to use them. ?, want to know

Where do i find myGSOspawner, I believe it was used in a map called testing labotary,

I would like to spawn zombie to trigger, but any way to decide the number of spawn zombie.

let's say I want to spawn 27 clots, 37 stalkers, 53 crawlers, 20 gorefeast, 16 bloats,13 scrakes, 20 sirens, 13 fleshpound and 2 patriachs at the same time..

Or let's say I just want to spawn one zombie, like in the don't fall down. Hoverer, I can't seem to edit a single thing of the don't fall down map, can,t find a single actor.
Title: Re: Killing Floor Mapping Tutorial
Post by: Vanico on September 13, 2011, 16:23
The Don't fall down map is pretty bugged in the editor, dunno why.

Zed spawn points have an own volume. There are no points, you must place ZombieVolumes.
Title: Re: Killing Floor Mapping Tutorial
Post by: poompoom500 on September 13, 2011, 23:34
 >:( To Vanico,

QuoteHoverer, I can't seem to edit a single thing of the don't fall down map, can,t find a single actor.
Simple. Just look at the left side bar and go down to the square that has an EYE with the X on it, and click it. It should display the actors. Then click on the top bar of the view box (right click) and scroll to the "Actors" part, and scroll down to the "Full Actor View", and that should make the actors appear!
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzombiespawns1.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzombiespawns2.jpg)

QuoteI would like to spawn zombie to trigger, but any way to decide the number of spawn zombie.
This one will take a longer time to explain.

First, you have to click on the actors browser (chess pawn) at the top bar. Then scroll down to "Triggers" and then to "Trigger". Go to the location that you want your zombies to spawn and right click on it. And click on "Add Trigger Here". That should place your trigger there.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzombiespawns5.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzombiespawns7.jpg)

Then you need scriptted trigger to spawn your zombie. Again, go to the actors browser (chess pawn) and scroll down to "Keypoint" and to "Scriptted Trigger". Find your location next to the "Trigger" and place your "Scriptted Trigger" there.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzombiespawns4.jpg)

Place your trigger to a location where you want the player to "ACTIVATE" the scriptted trigger. And place your scriptted trigger to where you want to zombies to spawn.

You have to name your Trigger's "Events", "Event" a name that you'll use for the Scriptted Trigger.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzombiespawns8.jpg)

You now need to edit your Scriptted Trigger's properties. Click on the "Scriptted Trigger" and click on it's properties browser at top bar. Then go to "AIScript", then "Actions". Click "Add" and scroll down to "Action_WAITFOREVENT". Click "New". Then type in the Trigger "Event" name.
Click "Add" again and scroll to "ACTION_SpawnActor" and scroll down to "ZombieClot" or which ever one you want. And you have your zombie!
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzombiespawns6.jpg)

To make your zombie spawn continously, just add "Action_WAITFORTIMER" and "GOTOAction" lines to the Scriptted Trigger.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfzombiespawns9.jpg)
Title: Re: Killing Floor Mapping Tutorial
Post by: poompoom500 on October 25, 2011, 20:15
 :-[ To MiA NL4PL,

QuoteWell stil try make my map :/ but need help with door how can do wall where can placed them try somehow solve this problem
How to do the doors? First and foremost, you have get the "Cube" browser. Click on the box on the left side bar. It looks like its name, a cube. Then place it where you want your door to be.
(http://i1014.photobucket.com/albums/af261/poompoom500/doornl4pl1.jpg)

Then open the "staticmeshes" browser on the top bar. It's the one that looks like an arch. Open it to "KillingFloorStatics" and look for the door.
(http://i1014.photobucket.com/albums/af261/poompoom500/doornl4pl2.jpg)

Open your "staticmeshes" to "door2".
(http://i1014.photobucket.com/albums/af261/poompoom500/doornl4pl3.jpg)

The door mover will automatically appear in the middle of "cube" browser.
(http://i1014.photobucket.com/albums/af261/poompoom500/doornl4pl4.jpg)

Get the mover "properties" by clicking the "properties" button (looks like a chess pawn and card). Then click on "KeyNum".
(http://i1014.photobucket.com/albums/af261/poompoom500/doornl4pl5.jpg)

Right click on the door mover. Scroll down to "Mover". Then to "Key0(Base)". SAVE.
(http://i1014.photobucket.com/albums/af261/poompoom500/doornl4pl6.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/doornl4pl7.jpg)

Then go to "properties", under "KeyNum" and change it to "1". Turn your door mover to the open position by clicking on it and holding CTRL key at the same time. RIGHT click the door mover and scroll to "Mover" and to "Key1". Then SAVE.
(http://i1014.photobucket.com/albums/af261/poompoom500/doornl4pl8.jpg)

IMPORTANT: Change the "KeyNum" back to "0" when you're done with all.
Title: Re: Killing Floor Mapping Tutorial
Post by: poompoom500 on October 26, 2011, 19:55
 :( To MiA NL4PL,

QuoteOk,after this all operations door should work or must do something else?Ask becouse dont have time to do it:/
It will as soon as you do one more thing. You have to place a "UseTrigger" to open the door.

Click on the "Actor" browser, and scroll down to "UseTrigger". Click it and close.
(http://i1014.photobucket.com/albums/af261/poompoom500/doornl4pl9.jpg)

Right click on the floor by the door mover and scroll down to "Add UseTrigger Here". Click. And the "UseTrigger" will appear.
(http://i1014.photobucket.com/albums/af261/poompoom500/doornl4pl10.jpg)

Then after you get the "UseTrigger", move it to the middle of the door by pressing CTRL+left mouse.
(http://i1014.photobucket.com/albums/af261/poompoom500/doornl4pl11.jpg)

Now open the door's properties by click on the button up top (chess pawn with card). Scroll down to "Events" and "Event" and change the name to "door".
(http://i1014.photobucket.com/albums/af261/poompoom500/doornl4pl12.jpg)

You then do the same to the "UseTrigger". Get its properties and change the name of "Event" and "Event" to "door". Make sure the name is the same as that of the "door mover".
(http://i1014.photobucket.com/albums/af261/poompoom500/doornl4pl13.jpg)

And that should do it.
Title: Re: Killing Floor Mapping Tutorial
Post by: JD on November 13, 2011, 13:58
Hiya all!

This might be a quite stupid question, but im really getting out of ideas...
So the thing is that I don't know how to test maps made for Killing Floor.

I tried:

-Run map from unrealed: Crashed
-Run with parameters: ..\system\Ut2004.exe awesomemap.ut2 -mod="KFMod20": Crashed
-Run with parameters and absolute paths: d:\ut2004\system\Ut2004.exe d:\ut2004\maps\awesomemap.ut2 -mod="KFMod20": Crashed

I know, stupid questions deserve no answers, but still. If anyone could help me out, I'd be grateful.
Title: Re: Killing Floor Mapping Tutorial
Post by: Hicks on November 13, 2011, 14:59
Not sure what you mean...
Did you start KF Map Editor.bat or just UnrealEd.exe?
Title: Re: Killing Floor Mapping Tutorial
Post by: JD on November 13, 2011, 15:09
"KF Map Editor.bat" ofcourse, but when I try to "PLAY MAP"(clicking on Joystick icon). It keeps crashing...general protection fault or something...
Title: Re: Killing Floor Mapping Tutorial
Post by: N3Cr0 on November 13, 2011, 15:14
QuoteHiya all!

This might be a quite stupid question, but im really getting out of ideas...
So the thing is that I don't know how to test maps made for Killing Floor.

I tried:

-Run map from unrealed: Crashed
-Run with parameters: ..\system\Ut2004.exe awesomemap.ut2 -mod="KFMod20": Crashed
-Run with parameters and absolute paths: d:\ut2004\system\Ut2004.exe d:\ut2004\maps\awesomemap.ut2 -mod="KFMod20": Crashed

I know, stupid questions deserve no answers, but still. If anyone could help me out, I'd be grateful.
I don't know much about map editing, but what about running the game normally -> start game -> choose the map to test -> start listen server ?
Title: Re: Killing Floor Mapping Tutorial
Post by: Vanico on November 13, 2011, 15:16
That's how I do it. I never run the map from editor. I just run the game and open it ingame.
I don't see the problem...

But remember: Every KF map needs "KF" before it. You can't find it ingame when you don't name it "KF-blah" for example.
Title: Re: Killing Floor Mapping Tutorial
Post by: JD on November 13, 2011, 15:21
Yeah, I know about that method, but I find it too slow...I mean, save map->run kfmod->create server->choose map->wait 'till it loads->bring coffe->yadda yadda....I was hoping there are some faster methods to test maps in KF, like in ut2004.
Title: Re: Killing Floor Mapping Tutorial
Post by: Hicks on November 13, 2011, 15:27
Quote from: Vanico on November 13, 2011, 15:16
That's how I do it. I never run the map from editor. I just run the game and open it ingame.
I don't see the problem...

But remember: Every KF map needs "KF" before it. You can't find it ingame when you don't name it "KF-blah" for example.
That's right! :D I'm testing my maps exactly like that.
Don't run map from editor, JD. Run it ingame. And some maps need to be tested on dedicated server too, if you're use some kind triggers.
Title: Re: Killing Floor Mapping Tutorial
Post by: JD on November 13, 2011, 15:46
Well, at least I learned something new today. Thanks everyone! :3
Title: Re: Killing Floor Mapping Tutorial
Post by: Vanico on November 13, 2011, 15:58
Quote from: JD on November 13, 2011, 15:21
Yeah, I know about that method, but I find it too slow...I mean, save map->run kfmod->create server->choose map->wait 'till it loads->bring coffe->yadda yadda....I was hoping there are some faster methods to test maps in KF, like in ut2004.

My KF + Map is opened in 5 Seconds :p
Title: Re: Killing Floor Mapping Tutorial
Post by: N3Cr0 on November 13, 2011, 17:11
Maybe you could write a batch file which first opens a dedicated server with the map and then it starts the game connecting to localhost / IP 127.0.0.1
Never tried, but it may be an option.
Title: Re: Killing Floor Mapping Tutorial
Post by: JD on November 13, 2011, 17:48
Quote from: N3Cr0 on November 13, 2011, 17:11
Maybe you could write a batch file which first opens a dedicated server with the map and then it starts the game connecting to localhost / IP 127.0.0.1
Never tried, but it may be an option.

Hmm, that sounds like an excellent idea! Thanks, Necro!
Title: Re: Killing Floor Mapping Tutorial
Post by: [MiA]Raj on November 13, 2011, 18:42
Quote from: N3Cr0 on November 13, 2011, 17:11
Maybe you could write a batch file which first opens a dedicated server with the map and then it starts the game connecting to localhost / IP 127.0.0.1
Never tried, but it may be an option.

Something like this

UCC server KF-Doorway-to-Hell.ut2?game=KFmod.KFGameType?Other_options=blablabla ini=KFMod20.ini log=KFmod20.log -mod=KFMod20
UT2004 127.0.0.1 -mod=KFMod20


The last command is actually a pretty quick way for joining our server, avoiding waiting for slow master server or typing the IP.
Eg, make a shortcut to UT2004.exe somewhere with arguments, like this:
"UT2004.exe 108.61.255.109 -mod=KFMod20"
Or "UT2004.exe gs1.themiasma.com -mod=KFMod20"
Title: Re: Killing Floor Mapping Tutorial
Post by: N3Cr0 on November 13, 2011, 19:19
Exactly as Raj says.
But there might be a way to execute both commands at the same time.
Under Linux I would do that with "&&"  or "|" for pipe commands and maybe a short sleep time.
like this:

UCC server KF-Doorway-to-Hell.ut2?game=KFmod.KFGameType?Other_options=blablabla ini=KFMod20.ini log=KFmod20.log -mod=KFMod20 && sleep 3; UT2004 127.0.0.1 -mod=KFMod20


But under I'm not sure if it works that way under Windows. I will try it later.
Title: Re: Killing Floor Mapping Tutorial
Post by: N3Cr0 on November 13, 2011, 20:16
OK, just tried it.
Make a batch file with following content and place it in yout UT2004/system directory:

start UCC server KF-Doorway-to-Hell.ut2?game=KFmod.KFGameType?Other_options=blablabla ini=KFMod20.ini log=KFmod20.log -mod=KFMod20
start UT2004 127.0.0.1 -mod=KFMod20


if your game starts before the server you should try to make the system wait a little, unfortunately there's no sleep command under Windows, but you can let the system wait by pinging yourself, like this


cls
@ echo off
start UCC server KF-Doorway-to-Hell.ut2?game=KFmod.KFGameType?Other_options=blablabla ini=KFMod20.ini log=KFmod20.log -mod=KFMod20
ping 127.0.0.1 -n 6
start UT2004 127.0.0.1 -mod=KFMod20
Title: Re: Killing Floor Mapping Tutorial
Post by: JD on November 13, 2011, 22:06
Whoa! This sure is some useful stuff! Much thanks again! :)
Title: Re: Killing Floor Mapping Tutorial
Post by: poompoom500 on November 13, 2011, 23:17
 :( To JD,

Yep. You can do those things above, or you can also make a batch file and an icon that links to the batch for a one click start.

1. Make a copy of your "Play KF.bat" file from your C:\Program Files\Unreal Tournament 2004\KFMod20.
2. Edit it by pasting the code below:
@ECHO OFF
SET MOD_NAME=KFMod20
START ..\System\UT2004.exe 108.61.255.109 -MOD=%MOD_NAME%

3. Rename that file to "Play KFMiasma.bat".
(http://i1014.photobucket.com/albums/af261/poompoom500/miasmakfstart0.jpg)

4. Then make an icon for it in your desktop - copy your "Killing Floor 252" icon and rename it "Killing Floor 252 Miasma"; right click on the icon and get the properties; you should be in the "Shortcut" tab; then go to "Target:" and paste the code below:
"C:\Program Files\Unreal Tournament 2004\KFMod20\Play KFMiasma.bat"

click "OK"; and you're good!
(http://i1014.photobucket.com/albums/af261/poompoom500/miasmakfstart1.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/miasmakfstart2.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/miasmakfstart3.jpg)
Title: Re: Killing Floor Mapping Tutorial
Post by: [MiA]Raj on November 14, 2011, 12:37
Quote from: N3Cr0 on November 13, 2011, 20:16

if your game starts before the server you should try to make the system wait a little, unfortunately there's no sleep command under Windows, but you can let the system wait by pinging yourself, like this

Actually, in Windows Vista and 7 there's timeout command. Eg "timeout 10" to wait 10 secs.

And if that doesn't work for some reason or you got XP, get Windows Server 2003 Resource Kit Tools (http://www.microsoft.com/download/en/details.aspx?id=17657), it gives you the "sleep" command.

@Poom, instead of using batch files, you could just make a shortcut of UT2004.exe somewhere and change the arguments of it.
Oh, and server IP might change. Use this URL instead of IP: gs1.themiasma.com.

(http://i.minus.com/ibr0vPeYtdPwiQ.png)
Title: Re: Killing Floor Mapping Tutorial
Post by: poompoom500 on November 22, 2011, 16:43
 :-[ To MiA Raj,

It's more this way - "C:\Program Files\Unreal Tournament 2004\System\UT2004.exe" gs1.themiasma.com -MOD=KFMod20.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfmiasmashortcut0.jpg)
Title: Re: Killing Floor Mapping Tutorial
Post by: [MiA]Raj on November 22, 2011, 16:59
You mean those quotes? Doesn't make a difference here...
Title: Re: Killing Floor Mapping Tutorial
Post by: N3Cr0 on November 22, 2011, 20:59
Spaces are not supported by Windows (because they seperate the .exe/command from additional parameters).
In case of a directory called Unreal Tournament 2004 we have two of them.
So we need the quotes here.
Linux is easier here, it would be like  .../Unreal\ Tournament\ 2004/...
Title: Re: Killing Floor Mapping Tutorial
Post by: [MiA]Raj on November 22, 2011, 22:36
Quote from: N3Cr0 on November 22, 2011, 20:59
Spaces are not supported by Windows (because they seperate the .exe/command from additional parameters).
In case of a directory called Unreal Tournament 2004 we have two of them.
So we need the quotes here.
Linux is easier here, it would be like  .../Unreal\ Tournament\ 2004/...

Oh yeah, thanks for pointing that out. If I had any spaces I would have automatically used quotes, didn't even think of that here though  ;D
Title: Re: Killing Floor Mapping Tutorial
Post by: JD on December 20, 2011, 17:01
Hiya all!

I'm in trouble once more...

I almost finished my map when the terrain editor became like this:
(http://kepgep.hu/2011/12/20/main/terraineditorgoesshit.jpg)

I have no idea what went wrong... :( Anyone have ideas?
Thanks in advance! :3
Title: Re: Killing Floor Mapping Tutorial
Post by: Vanico on December 20, 2011, 17:16
This happens to me almost all the time.
There's nothing you can do... just save the map, close editor, reopen it, if it doesn't work reopen it again...
Title: Re: Killing Floor Mapping Tutorial
Post by: JD on December 20, 2011, 17:56
So there is no way to fix this? :(
Oh well, thanks for the hint.
Title: Re: Killing Floor Mapping Tutorial
Post by: Snipe34 on December 21, 2011, 00:04
Quote from: JD on December 20, 2011, 17:56
So there is no way to fix this? :(
Oh well, thanks for the hint.

You have Windows 7...

http://forums.epicgames.com/threads/740411-Editor-Tool-Windows
Title: Re: Killing Floor Mapping Tutorial
Post by: Hicks on December 21, 2011, 13:45
If set compatibility mode for XP and disable visual styles, this would help to get this bug rarer. And close\re-open editor will help too :D
Title: Re: Killing Floor Mapping Tutorial
Post by: N3Cr0 on December 21, 2011, 16:32
And if that's too boring for you, just install bblean (BlackBox windowmanager for Windows). If you don't know how to do: ask Raj ;)
Title: Re: Killing Floor Mapping Tutorial
Post by: JD on December 21, 2011, 16:50
Quote from: Hicks on December 21, 2011, 13:45
If set compatibility mode for XP and disable visual styles, this would help to get this bug rarer. And close\re-open editor will help too :D

Thanks! I'm going to try that. :3
Title: Re: Killing Floor Mapping Tutorial
Post by: JD on December 21, 2011, 16:51
Quote from: N3Cr0 on December 21, 2011, 16:32
And if that's too boring for you, just install bblean (BlackBox windowmanager for Windows). If you don't know how to do: ask Raj ;)


Haha, thanks necro, but im too dumb for that kind of stuff. :3