Killing Floor

Killing Floor

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KF SDK Quick Reference
By GunsForBucks
This is designed to be a quick reference to people who are using the SDK. I found watching the tutorial videos tedious when I had to keep checking them to remember those tricky settings to get things to work right, like Trader Doors etc. So I began to make a "cheat sheet" of these settings for my own quick reference guide when building maps.
Here I wish to share what I have gleaned from many sources like Lethal_Vortex and Grayve Rose tutorials and some things I found from trial and error... and the door weld message I just sort of stumbled into.
If anyone has any other settings to add please leave in comments and I will be happy to add it to the guide, I am esp. interested in the settings for getting water to work... and not copy paste or usiing another map type stuff... just the right settings and what "actors" should be used ... that type of thing. There really is so much more I don't know and all the help put into this would be appreciated by everyone who finds this useful. Happy to give credit to whoever for whatever, I just want to see this information out there.
The goal of this is to help everyone make better looking maps that function better. I think this guide should be useful for the people just getting into the SDK, but also for those who were into it years ago but got away from it for a while. One of the biggest problems to getting back involved is having to remember all those tricky little settings that make things work. I feel the life of a game is supported by how active the community is, so I hope this guide will encourage more people to make better maps for a game we all love.
   
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Basic Items
Animated Trader, fire emmiter, smoke, sound, ammo / weapon spawns and more.


Animated Trader : Actor Classes tab - Actor - *WeaponLocker

Ambient Sound : Actor - *Keypoint - *AmbientSound

Fire : Actor - Emitter - ROLevelEmitters - *Fire...

Smoke : Actor - Emitter - ROLevelEmitters - *Smoke...

Ammo Spawn : Actor - Pickup - Ammo - *KFAmmoPickup (there is an error when you build, ignore it, it's fine!)

Random Weapon Spawn - Actor - *xPickUpBase - *KFRandomSpawn - *KFRandomItemSpawn <edited 4/4/14>

Normal door mover trigger - Actor - *Triggers - *UseTrigger - *KFUseTrigger <must be in door to work, settings in another section>

Trigger for movers that are proximity triggered : Actors - *Triggers - *Trigger

Teleports <to kick players out of closed traders> : Actor - NavigationPoint - SmallNaviagionPoint - Teleporter <place outside trader, settings in next section>

Jump Pad : Actor - NavigationPoint - JumpPad - *UTJumpPad

Path Node : Right-click, select path node.

Zone Info : Actor - Info - *ZoneInfo

Skybox Zone info : Actor - Info - *SkyZoneInfo

Trader room - on left under Volumes - ShopVolume

Blocking Volume - Blocks zeds and players but not shots

ZombieZoneVolume - Blocks players only
Making Doors, Movers, Trader Doors the simple way
Anything can be used for a door or mover. The only reason I started using money for a trader door was because it was basically door shaped... but with the name GunsForBucks it turned into a kind of signature thing quite by chance.
You select in the:

Static Meshes tab and find a statc mesh you want to use for a door / mover, it can be anything and select it in the browser... then get your build cube... the door will appear in the middle of it.
Right click movers and choose mover ... I use Trader doors and door mover, all other movers like elevators I just use the top generic mover one.
Bring "door" to opening and resize it for the opeining in the DrawScale boxes at the bottom.

To set movement positions
Put door in closed position, right-click and select:

Mover - Key0
Right-click again
Mover - Key1

Move door to open position
Right-click
Mover - Key0
It should then snap into the closed position, door movement is set. If you make a mistake it is easier to just make a new door, unless another door is on the same wall and moves the same way it can act funny if copied. Normally, before I make the movement settings, I will make a duplicate of it so if I mess up I can just delete it and start over with the door already sized and ready to go.
Those tricky settings...
Now that you can find the parts, this section will help you put them together. The proper weld door message I just sort of stumbled on by accident, spent a lot of time trying to find a tutorial that had that. For these settings Right-click on it and select Properites.

Trader

ShopVolume : Event - Event set to "Trader_X_Doors" X being the name of that trader.

Shop Volume - URL set to "Trader_X"

Trader Door : Must not be in contact with shop volume or will be able to trade through door when trader is closed.
Event - Tag set to "Trader_X_Doors"
Any number of trader doors can be set up to move when this tag activates, all doors with this tag will respond when that trader opens.

Teleport : Place outside trader for kick out.
Event - Tag set to "Trader_X" to match shop volume URL
The teleports guide the wisp trail so make sure teleports point to door and lined up if possible.

Weldable Doors

Door Mover : Event - Tag set to "Door_Y"
Must have individual names or all doors with same name will move at same time.

KF Use Trigger : Event - Event set to "Door_Y"
Use trigger must be moved inside of door, must be touching it, placement also seems to effect weld gauge indicator, on larger doors go to collision and make radius larger.

To make the proper message come up as it does in the game, go to the bottom of the properties and type "USE or WELD" in for the message. You have to capitalize it exactly as shown or it just comes up with white text of what you typed instead of the standard game message.
To add sounds you must first find the sound in the browser and select it, then when you go to the sound tab on the door and hit "use" it will use the sound you have selected for that operation. The sound pitch can then be modified to fit the door movement in the doors settings.

Terrain - Place Zone info and set it for bTerrain - True

On the left side click on the terrain button and a new window comes up. In the lower left side there is a paper icon, click it.
New box myLevel
XX_whateve_XX
XX_blahblah_XX
Then you must highlight the top section in the first window that opened selecting a layer... then on the right click "New"
New box myLevel
XX_whateve_XX
XY_Blah_XY
THEN ... Build All
You will now have the tools to play with terrain, you won't get them unless it is all configued and built once, then you're set.

<added from crondog8 > - Build Terrain early to avoid being buggy.


Ambient Sound

Place ambient sound actor, pick sound you want in browser. In properties:
Sound - Ambient Sound - new - use
bFullVolume - set to True
Increase radius as needed. Ambient sound is very muted so put it to max volume 255 and lower it as needed.

Standard Mover

Things that will move when you get close or an automatic elevator etc.
This is not the KFUseTrigger for weldable doors, this one works by proximity.

Mover : Event - Tag "Mover_X"
Object - Initial State - set to "TriggerOpenTime" from drop down box

Trigger : Event - Event "Mover_X"
Set the radius in the trigger to make sure it covers the path you want it to be triggerd from. The trigger can be any place you want the mover to trigger from. -edit June2014.
<added from crondog8 > - To see the radius of an Actor, right-click the thin bar above the 3-D view Actors - Radii View

Jump Pads

For helping bots pathing and access, normally needs to be blocked properly to keep players from using, cannot be set for zeds only.

Path Node : Object - Name = PathNodeXX

UT Jump Pad : NavigationPoint - ForcedPaths - [0] - set to PathNodeXX
Bugs / Work-arounds
Basics

It crashes easily if miss-clicks are made, undo is limited and unstable if you go too far, SAVE OFTEN. Sometimes issues come up that have easy work arounds, I noticed in a comment board thread about an issue that I had figured out but had not put in the guide. That is what this section will be used for.

Loss of view, SDK opens to white page

At top, click on:
View - Viewports - Configure... Then click "OK"

Your previously selected viewport configuration should be back to normal.




Terrain editor zoomed in:

Go to your KF/System folder and open your User.ini in there.
Search for the [WindowPositions] section and delete it completely, save afterwards.
Load up the SDK and everything should be in place as usually. <from Mutant in a discussion>



Often when placing a random item spawn it will, by default, place it too low to see. It will spawn but not be able to be seen on the map or picked up. The default placement for the KFRandomItemSpawn is a little low... make sure you use the correct actor .. *XPickupBase - *KFRandomSpawn - *KFRandomItemSpawn then place it. Check the placement by... the item shows on the map as a gun, there is a dot on the gun grip and a pointy bit sticking out back on the grip.. line the ground up so the ground cuts the dot in half and is a hair below the point sticking out back of the grip. Many times the default placement is too low, and serious problems happen when placing on rocks and such. If need be you can place them a little high and ignore the build error. All gun placements need to be checked, I just play the maps on beginner until I am sure they are all working.

33 Comments
Night_Sniper 25 Jun, 2020 @ 2:49pm 
Damn, thats useful. Though I am only thinking of trying to create a basic box in this edtor.
Boltte man 4 May, 2020 @ 6:19am 
Heh?
Flesh Pound 4 May, 2020 @ 1:39am 
Boltte, have you solved you issues?
Trader 16 Jun, 2019 @ 3:56am 
Thank you. That is very helpful!:cmwhj:
GunsForBucks  [author] 5 May, 2018 @ 12:59pm 
If you select the door then open up its properties I think there was a setting there for it.. not sure but I do remember a setting for it.
It might be easier to just make a new door if you can't find the setting for it.
Christina 5 May, 2018 @ 9:45am 
Regarding door welding: When I made my first map, I couldn't get doors working on my own, so I just ended up copying some from default maps (lazy, I know, but I was getting frustrated). For some strange reason one of the doors in my map kept "re-spawning" at the begging of waves as having already been welded shut. Do you know how to turn this setting off? I'm sure it's a setting that doors are supposed to have (like the prison cells in ice cave and the very stubborn goodie-room door in aperture) but it wans't what i wanted here.
Boltte man 31 Mar, 2018 @ 8:29am 
oh...oh well thanks anyways I guess. :fhappy:
GunsForBucks  [author] 31 Mar, 2018 @ 4:36am 
Not that I am aware of.
Boltte man 30 Mar, 2018 @ 8:14am 
Hmmm, have another question: How to stop the teleporter from auto-teleporting you when you're inside the shopvolume during combat waves for example when I have the entire room as a deathpit (not really deathpit if you survive the wave! hahaha) and zeds come in and the shop volume is the same size as the room, and when you finish the wave, you don't have to go anywhere, just press e to shop?

I tried setting bEnabled to False but that doesn't disable it.....short from unlicking it to the trader or deleting it from the map altogether, both of which will disable traderpath; is there another way?
Boltte man 30 Mar, 2018 @ 8:14am 
Ahh thanks, was missing the teleporter ingredient....looks like I don't even need a trader door or path nodes that join up to hte teleporter, for the traderpath to show, as long as the teleporter is linked to the shopvolume, it shows during trader wave....

But if the teleporter is on the outside of the wall of the trader room and the entrance to the trader area isn't obvious(for example all four sides are walled in and you want the players to jump down from the rooftop to get into the trader area or you want the players to walk underground and up into the trader area and of course assuming those two ways are also not so obviously displayed), players would get confused as to where to go to buy stuff....