Killing Floor 2

Killing Floor 2

KF-Skyscraper War
25 Comments
MrRogersBestNeighbor 30 Aug, 2019 @ 11:43pm 
This is so great for getting E.D.A.R. dailies, heh
pelequinho 25 Jul, 2019 @ 9:24am 
don't fall you will see something so terryfying that you'll never sleep again.
Arclight 23 Jul, 2019 @ 4:21pm 
on a side note i created a Disscussion page as so i dont cloud your comments with unneeded questions. i appreciate your patience and hope you have a good day :)
Arclight 23 Jul, 2019 @ 3:56pm 
ahh alright! thank you greatly @Serious and @AdequateX, i appreciate your help greatly ^^ hopefully in due time i could make a map as enjoyable as yours
Serious  [author] 23 Jul, 2019 @ 9:27am 
Also some information about mover:
• If you want to change the collision or mesh of the a staticmesh you also have to convert it to a mover.
• Collision for mover are a bit tricky, for most mover best is no collision/block weapons, and do the real collision for your character with a dynamic blocking volume, like adequatex said.
If you want it to collide with almost everything you have to check "NotifyRigidBodyCollision" and set collision to "block all"
Serious  [author] 23 Jul, 2019 @ 9:23am 
@Arclight,
1. I don't think this is the right spot to ask this, but i don't have a problem with this.^^ You can ask this stuff always directly.
2. It's not hard to implement if you stay the easy way with movers. Also you have to learn it for some kinds of dynamic options in your maps.
Everything AdequateX said is right. But maybe missing out some basic points, which are pretty obvious if you had done it once before.
First of all you have to create some sort of floor -> right click "convert to mover"
Then open Unreal Kissmet (right of the Content browser).
right click "new matinee" -> double klick it
Add new empty group, and name it "mover"
Under this "add new movement track"
-> Add Key points at the start and end of the matinee. And klick on the second point to activate it. Then mover your "mover" to the spot i should.
AdequateX 23 Jul, 2019 @ 2:29am 
@arclight and using dynamic blocking volumes in combination to stop players getting stuck underneath the elevator...


So you would connect the matinee data and the dynamic blocking volume in kismet and have a trigger actor in the world and in the kismet as your switch to activate the matinee track and blocking volume.

A single axis matinee track is probably the easiest thing to do in unreal matinee.

Also dont forget to set the collision on your mesh as when you convert it to an interp factor it sets the collision to "no collision" you need to set it back to "block all".
AdequateX 23 Jul, 2019 @ 12:13am 
@arclight Yes it's possible either using something similar to how Holdout works by teleport or by using an interp/mover actor and making a matinee movement track with collision enabled on the interp actor and is then played on button press.
Arclight 22 Jul, 2019 @ 10:10pm 
while i apologise if this isnt the right place to ask, as im unfamiliar with who/where to ask this question other than maps makers comments, but is it possible to create a sort of elevator in SDK? or is that way to advanced at the time being
MrRogersBestNeighbor 17 Jul, 2019 @ 12:42pm 
Great idea for a map!
Though you can just hide behind the barriers when hurt and heal up, which makes it pretty easy. :P But I only played it solo, I can imagine it'd be A LOT harder with other players, since every time they get hit with a rocket it'll damage everyone near. And if there's player collision, it'd be tough to fight for cover.
One thing I think would be cool is if the area was wider with barriers that go up and down. That way it'd be like HuskDodgeBall, only doable, heh. But I can imagine that would be problematic in a 6 person game, especially if there's player collision.

Stoked to try this out on my server with a group!
Arclight 16 Jul, 2019 @ 6:26pm 
oh neat! thank you for much of the advice and the list of hours work on. while i dont plan on doing anything crazy and such part of me was curious about certain aspects of levels that many youtube videos didnt quite cover like scripts, volumns, zed spawns and pathnodes and things such as objective mode entinties (though i take it doing something like an objective mode map is saved for more advanced projects later)

i might try and do something as simple as a skyrise hotel with multiple rooms, if that sounds simple enough :o

i appreciate again your help, as id like to get as creative as all the other modders on here ^^
Serious  [author] 16 Jul, 2019 @ 8:52am 
Hi Arclight, nice to hear from a new modder :GlasgowSmile:
I posted the time i spend on each project in my map collection. Its inclusive learning sdk stuff
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1388502191

But i would really recommend, don't build a to big project on the start. Especially for optimizing you won't do you a favor.
Just make something with a terrain (e.g. Snow Forest / otherwise it will be one of my next projects^^) or a map with 2 small areas and a fix teleporter this could be easiest way to learn many things at once, like
"optimal draw distance"
"indoor/outdoor Lightning" & "precomputed shadow".

If you have any question, don't hesitate to ask.
Arclight 16 Jul, 2019 @ 2:30am 
im trying to create custom maps as well (as its my first time, both making a kf2 map and using the sdk) but on a 1 to 10 scale how hard was creating your first map?
レミリ 14 Jul, 2019 @ 9:31am 
I want to talk to you about the KF2 SDK. Can you add friends?
and, i'm a server host and I have included some of your maps.
@ Zeds can not be moved from the bridge connecting the buildings to the building.
Serious  [author] 13 Jul, 2019 @ 7:58pm 
I take this as a compliment :k8happy:
But really, I never even finshed Crysis 1. And Crysis 2 is not in my Library so far.
Captain Seasick 13 Jul, 2019 @ 7:40pm 
Well, that's weird... I could've seriously sworn it's a copy of (or at least "inspired by") a multiplayer map in Crysis 2...
Serious  [author] 13 Jul, 2019 @ 4:41pm 
Thanks too :k8happy:
Maybe i will add a few more forced paths so they will seperate a bit more.
PKanadian 13 Jul, 2019 @ 4:36pm 
That makes sense, and good point on the leveling maps.
Thanks for the response;
Serious  [author] 13 Jul, 2019 @ 4:18pm 
@Captain, I'd never played Crysis 2, so ... maybe it look like a map from this. But its no copy.
@PKanadian, you are right they will stick in 3 places. They want to come to your roof but there is a physvolume that forces them back. This is the only way they will really go this way and you can fight. If i don't make a "path" from their building to the PlayerBuilding they wont move anywhere.
Farming on this map.... yes, is possible, but as it is a really special map there is always a way to abuse this. But these are the same kind of players who level up on leveling maps, and they don't matter.
PKanadian 13 Jul, 2019 @ 3:52pm 
Interesting map, not a huge fan of the sky bridge on the longer maps, and I understand why its in place for the weekly.

Would be nice to have a little more real-estate for team-play. Additionally; all the zeds seem to clump up into one or two spots if you stick in cover for a bit. I can see people abusing that for farming Demo levels with C4.
Captain Seasick 13 Jul, 2019 @ 1:05pm 
Isn't this just a copy of a Crysis 2 MP map?
Serious  [author] 12 Jul, 2019 @ 1:27pm 
a few minutes... ok.
Thats much longer than i ever seen.
On my side, even on Server tests there are just 1,2 times where the number increases for one zed. But this happens on many workshop maps i've played.
Official ones SantaWorkshop is the only one i'd seen it so far.
PuppyMonkeyBaby 12 Jul, 2019 @ 12:11pm 
Yeah. Not a big problem. Seems to last a couple of minutes and then starts dropping.
Serious  [author] 12 Jul, 2019 @ 10:44am 
thanks :k8happy:
So its only happening to 12 at you side and on sui and hoe...? This is weired.
As far as i know there is no way to make special options for single difficultys.
This is something i can't fix, it's depending on the Spawnsetting TW offer. Also happens from time to time on SantaWorkshop. But it shouldn't be a big problem, generally it only affects a few Zeds.
PuppyMonkeyBaby 12 Jul, 2019 @ 9:35am 
Great idea for a map. Lots of fun. On HOE & Suicidal, the zed count keeps regenerating to 12 on the 1st round. Might want to take a look at that.