Killing Floor

Killing Floor

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KF1 sdk disable ZombieVolume
Hello, does anybody know triks to disable ZombieVolume (or even toggle it)?
Just setting bVolumeIsEnabled to False does not help because of the following buggy piece of code (that sets its again to True every wave):


function NotifyNewWave( int CurWave )
{
local int i,l;

l = DisabledWaveNums.Length;
for( i=0; i<l; i++ )
if( DisabledWaveNums==CurWave )
{
if( bVolumeIsEnabled )
{
bVolumeIsEnabled = False;
TriggerEvent(ToggledEnabledEvent,Self,None);
}
}
if( !bVolumeIsEnabled ) // <<<<<<<<<<<<<<<<< WTF ?
{
bVolumeIsEnabled = True;
TriggerEvent(ToggledEnabledEvent,Self,None);
}
}
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Showing 1-6 of 6 comments
Scripted Trigger > AI Script.
^Find this actor under Keypoint -> Scripted Sequence -> Scripted Trigger
Set up actions WaitForEvent (whatever) , delete Actor (actor tag = ZombieVolume[1]?), GoToAction 0

As long as you know how to set up an event and what you want to base it on that will work.

idk how you'd be able to toggle it enabled again but alternatively if the spawn area is blocked off you could use Triggered Blocking Volume or whatever it's called to trap zeds inside that area and the spawn volume might kill the "stragglers" of it's own accord - I believe the custom blocking volume is a feature of ScrnStoryMode, or maybe FallTriggerPack? But I've tested it so Ik that works lol

A lot of things are broken in SDK but scripted triggers can often provide a workaround if anything.

If all that fails try make a mutator or ask for one with a fix for your problem D:
Flesh Pound 1 24 Jan, 2021 @ 2:05am 
Thank you for you reply! Unforunately, this is not the solution, because once remove volume one cannot place it again (even using scriptet trigger). But you are completely right: "A lot of things are broken in SDK". Using blocking volume does not help too, because zombievolume checks for blocing only once when initialized and if blocked it will not work even turn off blocjing. I worked around by using teleports for zombies instead of volumes but its drawback is that zombies can teleport in presence of player (there is not min_distance property that disables teleport when player is close to it). Of course I can use ProxyTrigger to disable teleport, but all theese thing becomes too complicated)
Fair enough. I assume this is for some form of KF-Cross sorta map then.
There might have been a force MoveToPoint scripted trigger action as well (for moving actors? xD). But I haven't tested those given I work with objective mode a lot, lol.

If proxy trigger is a problem can't you cause events (disabling the teleporter) when players enter a zone?
That way you only need a zone portal and zoneinfo actor.
What you have sounds fine but if you're not satisfied just test a million things.
Have fun :P
Flesh Pound 1 4 Feb, 2021 @ 11:26am 
Thank you for your replies) I will try again and again)) It would be pretty easy if I may change sripts, but as I know maps with custom scripts cannot be whitelisted.

PS: would you like to try my first map& :) (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2384254166)
[ScrN]PooSH 23 19 Feb, 2021 @ 2:01am 
To toggle ZombieVolume, simply set its Tag property, then trigger the event with the given tag.

To bypass NotifyNewWave(), set ToggledEnabledEvent=Tag (the value of the Tag property of the same ZombieVolume). When NotifyNewWave() changes bVolumeIsEnabled property, it triggers ToggledEnabledEvent, which, in turn, will trigger itself end change bVolumeIsEnabled back to the original value.

Last edited by [ScrN]PooSH; 19 Feb, 2021 @ 2:03am
Flesh Pound 1 6 Mar, 2021 @ 6:53am 
Will try, thanks!
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