The Killing Antidote

The Killing Antidote

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JohnnySUN  [developer] 2 31 Jan @ 7:32pm
挑战模式 Mod 的制作方法 How to create a Challenge Mode Mod
1 场景制作

场景的制作可以像示例工程中的方式制作完整的Mesh,也可以按模型拼接的方式去拼合完整的场景。需要注意的是,所有的碰撞体都需要有物理材质,在游戏中才会发出打击效果和脚步声。
物理材质的路径:Content/Project/Surfaces/PhysicalMaterials
如果采用完整的Mesh来制作场景,记得在虚幻中将 Mesh 的 Collision Complexity 属性修改为 Use Complex Collision As Simple,然后将物理材质设置到 Mesh 的渲染材质中。

2 Level 设置

和TKA其他mod制作的方法一样,我们需要在示例工程中的 Mod 路径下创建一个拥有复杂名字(避免和其他Mod相同)的文件夹,将我们制作的所有资源都存放在这个文件夹中。
创建一个 Level,同样保存在这个文件夹中。
在 Level 中添加我们需要的场景模型和灯光等。
在 Level 的 World Settings 的 GameMode Override 属性中选择游戏模式,可以选择 Survival_GameMode_Challenge 和 Time_GameMode_Challenge,分别是生存和速通模式。
在玩家的出生点放置 PlayerStart

3 放置物品

我们需要在场景中放置各种武器和补给提供给玩家拾取。
在项目的 Project/Actors/Spawner 路径下,有 ItemSpawner 和 ItemsShuffling_Spawner 两个蓝图类,可以用来生成物品。

3.1 ItemSpawner
用来生产单个物品,将该蓝图类放置到场景中,并填写物品名称 ItemName 属性,运行游戏时,在该位置将出现名称对应的物品。名称列表见下文。

3.2 ItemsShuffling_Spawner
用来产生多个物品,并且这些物品的位置在每次游戏里会是不同的。使用方法是,先将该蓝图类放置到场景中,调整并复制该类的 axis 组件,用于标记每一个可能出现物品的位置。然后在 Details 面板中设置 Items 属性,添加多种物品的 map数据。Key 为物品名称,Value 为物品的数量(通常数量为1即可)。axis 组件的数量要等于或多于 Items 属性的数量,这样有些 axis 标记的位置将不会出现物品,产生随机变化的效果。

3.3 物品名称有很多,通常有以下这些。
武器:Knife, Hatchet, Machete, Wrench, MonkeyWrench, IronHammer, Glock, Revolver, Shotgun, UMP45, HK416, Bow
弹药:GlockAmmo, RevolverAmmo, ShotgunAmmo, UMP45Ammo, HK416Ammo, Arrow, ArrowExploding, ArrowToxic, ArrowGolden, Grenade, Landmine, BrainKiller, Toxic
其它:MedicalKit, Pills, EnergyDrink, Milk, ZombieDetector, Money, MoneyStack

4 放置僵尸出生点

目前有两种僵尸生成器,蓝图类文件同样在项目的 Project/Actors/Spawner 路径下。这两种生成器都需要使用 Trigger来触发,不会自动生成僵尸。

4.1 ZombieSpawner
用于产生固定位置和固定类型的僵尸。将该类放置在场景中,调整和复制其中的 ZombieSpawner_Comp组件,将组件放置到需要产生僵尸的地方。每个组件中的Attributes属性分类下包含僵尸类型和属性。

4.1.1 ZombieName 僵尸种类的名称,名称列表见下文

4.1.2 ZombieAiMode 僵尸的行为
Inactive:僵尸站在出生地,没有发现玩家之前不会移动
Active:僵尸在出生后会自由四处走动,直到发现玩家
ChasePlayer: 僵尸在出生后立刻开始追逐并攻击玩家
Following:僵尸在出生后会慢慢尾随玩家,即使发现玩家也不会发起攻击,直到被玩家发现才开始攻击玩家

4.1.3 HearingRadius 僵尸的听觉半径,单位是厘米,僵尸会对范围之内的声音做出反应。-1 表示不修改僵尸的听觉范围。如果我们不希望潜伏的僵尸被附近的声音吸引,可以设置一个较小的范围值。

4.1.4 LootItemName 如果填入物品名称,僵尸在死亡时会掉落该物品。名称列表见 3.3 段落。

4.2 ZombieBatchSpawner
用于批量产生僵尸。将该蓝图类放置到场景中。该类包含的 axis 组件用于标记僵尸随机出生的位置,可以复制 axis 组件并放置到每一个可能出现僵尸的地方。
该蓝图类的属性比较多,全部位于 Attributes 分类中。
4.2.1 Waves 用于设置一共有多少波僵尸将被生成,每一波僵尸都可以设置不同的种类和数量。点击 Waves 属性后面的加号,即可添加一波新的僵尸。
4.2.1.1 Interval 设置这一波中每一个僵尸生成的间隔时间,比如设置为1,表示每一秒产生一个新的僵尸
4.2.1.2 Delay 表示这一波僵尸在几秒之后开始产生,用于拉开两波僵尸直接的时间间隔
4.2.1.3 Zombie Classes 列表用于设置这一波僵尸中会出现哪几种僵尸(ZombieName),以及每种僵尸的数量(Count)和行为(AiMode)。
4.2.1.4 Zombie Items 列表用于设置这一波僵尸的死亡的时候会掉落哪些物品。
4.2.1.5 Max Zombies 用于限制这一波僵尸生成的活着的僵尸数量,当已经生成的僵尸达到这个数量限制时,将暂停生成新的僵尸,直到有僵尸被玩家杀死,才会产生新的僵尸。可以避免场景中同时出现过多的僵尸,导致难度过高。该参数值为0时表示不限制数量,僵尸将会按时间间隔不断出现,直到这一波全部生成。
4.2.2 Auto Location Weight 参数是一个0到1.0之间的随机权重值。表示生成新僵尸的位置是仅限于 axis 组件标记的位置,还是自动在场景中随机一个位置。0表示新生成的僵尸只会出现在放置好的某个 axis 组件所标记的位置和方向。1 表示新的僵尸可以出现在场景的任何地方。0和1之间的数表示新僵尸的位置在这两种方式直接随机。
4.2.3 Lost Survivor Time For Teleport 参数表示一个僵尸经过多长时间都一直看不到玩家,就把它放置到玩家附近的位置。0表示关闭该功能。
4.2.4 Random Location Range 表示如果需要在随机位置产生一个新的僵尸,这个僵尸会出现在距离玩家多远的地方。x和y分别表示最小距离和最大距离,单位是厘米。
4.2.5 Loop Start Index 所有波的僵尸都生成结束,可以再从某一波开始循环。这个参数表示循环从哪一波开始,0表示第一波
4.2.6 Loop Times 表示循环的次数,0 表示不循环
4.2.7 Increase Max Zombies Every Loop 表示每一次循环,最大僵尸数(Max Zombies)都会增加多少。用于递增挑战的难度。
4.2.8 Final Max Zombies 表示最大僵尸数在每次循环递增之后的上限
4.2.9 Sound Wave Started 每一波僵尸开始的时候会播放这个声音
4.2.10 Wave Start With No Zombie Exist 是否在没有活着的僵尸的情况下才开始下一波僵尸的生成
4.2.11 First Wave Without Delay 在该蓝图被触发时,是否忽略第一波僵尸的延时设置,直接开始产生僵尸
4.2.12 Notify Game Mode 是否通知 GameMode 处理该生成器的事件。如果勾选,则该生成器所产生的所有僵尸被玩家消灭的话,游戏就会结束,出现挑战成功的画面。
4.2.13 暂时请忽略 Filename 和 Sharing Spawner

4.3 僵尸名称列表
Zombie_01 普通僵尸(变异者)
Zombie_01_Blue 有蓝水晶的普通僵尸
Zombie_01_Red 有红水晶的普通僵尸
Crawler 爬行者
Crawler_Blue 有蓝水晶的爬行者
Crawler_Red 有红水晶的爬行者
Squirter 喷液者
Squirter_Blue 有蓝水晶的喷液者
Squirter_Red 有红水晶的喷液者
Weeper 哭泣者
Maniac 狂躁者
Predator 捕食者
Bloodworm 吸血虫
Brute 暴徒
ArmedBrute 手持武器的暴徒
Shatterer 粉碎者

5 放置触发器

5.1 内置触发器 Trigger_StartChallenge
蓝图类在路径 Project/Actors/Trigger
用于速通挑战,将该触发器放置在玩家出生点附近的必经之路上。玩家通过时将使游戏开始计时。
生存模式的挑战会在第一个僵尸被生成的时候自动开始,不需要放置这个触发器。

5.2 内置触发器 RecordPointTrigger (纪录点)
蓝图类在路径 Project/Actors/Trigger
用于速通挑战,当玩家通过时,会记录游戏从挑战开始计时到目前所经过的时间,并且与之前的游戏纪录进行比较。这样玩家就会知道是否更快的到达了该地点。
有一个需要关注的参数是 Index。需要按顺序为每个纪录点指定一个从0开始的不重复的序号。如果填入-1,表示该区域是终点,玩家到达即表示挑战成功,游戏随之结束。

5.3 自定义触发器 Trigger
蓝图类在路径 Project/Mod/TKA_Workshop_Tomb/Actor
用于在玩家通过时触发僵尸生成器。
使用方法是,先将该蓝图类放置到场景中玩家会通过的地方,然后将需要触发的僵尸生成器添加到该蓝图类的 InteractivateActors 属性中。

6 打包Mod

需要注意的是,请不要直接使用 TKA_Workshop_Tomb 文件夹中的资源。比如前面介绍的Trigger蓝图类。如果需要,请将用到的资源复制到你自己的模组文件夹。

需要为你的场景制作一张标题图片,分辨率为 1400x350,具体可以参考示例工程中的文件。

在你的模组文件夹中需要以下这几个文件

6.1 TKA_Mod_Table

和其它的TKA模组一样,这个表格文件中只需要包含一行数据,填入你自己的模组名称与说明即可。Tables 字段必须包含一个值:Levels。表示这是一个挑战关卡mod。

6.2 Mod_LevelTable

你的模组包含几个挑战地图,就需要在这个表格里添加几行。
6.2.1 Row Name 需要填入你的地图(虚幻的场景文件)文件名称
6.2.2 Caption 场景的名称,会显示在游戏的场景选择界面
6.2.3 Content 场景的介绍,会显示在游戏的场景加载界面
6.2.4 CaptionImage 场景的标题图片,会显示在游戏的场景选择界面
6.2.5 DifficultyMode 难度设定,-1表示给玩家自己选择难度,0 作弊模式,1 简单,2标准,3 困难,4 最难模式
6.2.6 Type 必须填2,表示是挑战模式的模组
6.2.7 State 填1,表示该场景可用
6.2.8 Rewards 通关奖励的服装名称,不填,或填写3个以上。可以将你的服装模组中的服装名称填写在这里,让玩家通关才可以获得。
6.2.9 Path 请填写你的模组文件夹名称,如果场景文件放在子文件夹里,需要在这里填写完整
6.2.10 请暂时忽略其它参数

6.3 PrimaryAssetLabel 文件

和其它的TKA模组一样,需要一个数据文件来标记打包方式。这个文件一定要放在你的模组文件夹中。我们需要修改这个文件里的三个参数
6.3.1 Chunk ID 填写一个与你的工程中其它模组不重复的序号,如果工程里面还有其它模组的话。
6.3.2 Cook Rule 设置为 Always Cook
6.3.3 Label Assets in My Directory 勾选上

在虚幻编辑器主界面的 File 菜单中,选择 Package Project - Windows,即可开始打包项目

在生成好的文件路径 TheKillingAntidote / Content / Paks 下找到 pakchunkX-WindowsNoEditor.pak文件(X这个数字与前面设定的 Chunk ID 一致),将其复制到游戏安装目录的 Mods 文件夹下,并更名为 你的模组名称.pak。
打开游戏进行测试,没有问题的话就提交到创意工坊吧。(提交的方法参见之前的文档)

期待你们精彩有趣的模组 😊。


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1 Scene creation

The scene creation can be done by creating a complete Mesh as in the example project, or by assembling a complete scene by splicing models. It should be noted that all collision bodies need to have physical materials to produce impact effects and footsteps in the game.
Path of physical materials: Content/Project/Surfaces/PhysicalMaterials
If a complete Mesh is used to create a scene, remember to change the Collision Complexity property of the Mesh to Use Complex Collision As Simple in Unreal, and then set the physical materials to the rendering materials of the Mesh.

2 Level settings

As with the method of making other mods in TKA, we need to create a folder with a complex name (to avoid being the same as other mods) under the Mod path in the example project, and store all the resources we have made in this folder.
Create a Level and save it in this folder as well.
Add the scene models and lights we need in the Level.
Select the game mode in the GameMode Override property of the Level's World Settings. You can choose Survival_GameMode_Challenge and Time_GameMode_Challenge, which are survival and time challenge modes respectively.
Place PlayerStart at the player's location.

3. Placing Items

To provide players with various weapons and supplies, we need to place them around the scene for players to pick up. There are two blueprint classes under Project/Actors/Spawner: ItemSpawner and ItemsShuffling_Spawner, which can be used to spawn items.

3.1 ItemSpawner

This spawner generates a single item at a fixed location. To use it, place the ItemSpawner blueprint in the scene and set the ItemName property with the desired item name. When the game runs, the corresponding item will appear at that location. You can refer to the item name list below.

3.2 ItemsShuffling_Spawner

This spawner generates multiple items, and their positions will vary randomly each time the game is played. To use it:

Place the ItemsShuffling_Spawner blueprint in the scene.
Adjust and duplicate the axis components to mark possible item spawn locations.
In the Details panel, set the Items property, adding item data as a map. The Key should be the item name, and the Value is the quantity (usually 1). The number of axis components should be equal to or greater than the number of items in the Items list. Some axis components will not spawn items, creating random variations.

3.3 Item Names

Here are some examples of item names:

Weapons: Knife, Hatchet, Machete, Wrench, MonkeyWrench, IronHammer, Glock, Revolver, Shotgun, UMP45, HK416, Bow
Ammunition: GlockAmmo, RevolverAmmo, ShotgunAmmo, UMP45Ammo, HK416Ammo, Arrow, ArrowExploding, ArrowToxic, ArrowGolden, Grenade, Landmine, BrainKiller, Toxic
Others: MedicalKit, Pills, EnergyDrink, Milk, ZombieDetector, Money, MoneyStack

4. Placing Zombie Spawn Points

There are two types of zombie spawners, and their blueprint classes are located under Project/Actors/Spawner as well. Both require a Trigger to activate, meaning they won’t spawn zombies automatically.

4.1 ZombieSpawner

This spawner generates zombies at fixed positions and with fixed types. To use it:

Place the ZombieSpawner blueprint in the scene.
Adjust and duplicate the ZombieSpawner_Comp components, placing each component where you want zombies to spawn.
Each component has an Attributes category, where you can set the following properties:
ZombieName: The name of the zombie type (see list below).
ZombieAiMode: The zombie behavior:
Inactive: The zombie stands still and doesn’t move until it detects the player.
Active: The zombie starts moving freely after spawning, until it detects the player.
ChasePlayer: The zombie immediately starts chasing and attacking the player upon spawning.
Following: The zombie follows the player slowly without attacking. It will start attacking only once the player notices it.
HearingRadius: The hearing radius of the zombie, measured in centimeters. Zombies will react to sounds within this radius. Set to -1 to keep the default hearing range. You can reduce the radius to prevent zombies from reacting to nearby sounds if you want stealth gameplay.
LootItemName: If an item name is filled in, the zombie will drop that item upon death (see item name list in section 3.3).

4.2 ZombieBatchSpawner

The ZombieBatchSpawner is used to spawn a batch of zombies. Here's how to use it:

Place the Blueprint: Add the ZombieBatchSpawner blueprint to the scene.
Axis Components: The axis components are used to mark the random spawn positions for zombies. You can copy the axis component and place it at each possible spawn location.
The ZombieBatchSpawner blueprint has several properties under the Attributes category:

4.2.1 Waves
This setting controls how many waves of zombies will be generated. Each wave can have different types and quantities of zombies.

Interval: Sets the interval between each zombie spawn in a wave. For example, setting it to 1 means a new zombie will spawn every second.
Delay: Determines how many seconds to wait before starting the zombie generation for this wave. This helps create a delay between waves.
Zombie Classes: This list allows you to set the types of zombies (ZombieName) for the wave, along with their quantity (Count) and behavior (AiMode).
Zombie Items: This list sets the items that zombies in this wave will drop upon death.
Max Zombies: Limits the number of live zombies for this wave. If the number of zombies exceeds this limit, no new zombies will spawn until some are killed by the player. Setting it to 0 means there’s no limit, and zombies will keep spawning until the entire wave is complete.

4.2.2 Auto Location Weight
This parameter (a value between 0 and 1.0) determines whether zombies will spawn only at axis marked positions or randomly in the scene.

0: Zombies will only spawn at marked axis locations.
1: Zombies can spawn anywhere in the scene.
Between 0 and 1: A random mix between axis-marked locations and random scene positions.

4.2.3 Lost Survivor Time For Teleport
This parameter determines how long it takes before a zombie that cannot see the player will be teleported to a nearby position. 0 disables this feature.

4.2.4 Random Location Range
If zombies are to spawn in random locations, this setting determines the distance from the player at which they can spawn. x and y represent the minimum and maximum distances (in centimeters).

4.2.5 Loop Start Index
Once all waves have been completed, the loop will start from the selected wave. This parameter indicates which wave to start the loop from (0 for the first wave).

4.2.6 Loop Times
Controls how many times the waves should repeat. 0 means no loop.

4.2.7 Increase Max Zombies Every Loop
Each loop increases the Max Zombies number, raising the challenge difficulty.

4.2.8 Final Max Zombies
The upper limit for the maximum number of zombies after increasing in each loop.

4.2.9 Sound Wave Started
The sound to be played when each wave of zombies starts.

4.2.10 Wave Start With No Zombie Exist
Determines whether the next wave will start only if no zombies are currently alive.

4.2.11 First Wave Without Delay
If checked, the first wave will start without the Delay setting.

4.2.12 Notify Game Mode
If checked, when all zombies spawned by this generator are killed by the player, the game will end, showing the "Challenge Success" screen.

4.2.13 Ignore Filename and Sharing Spawner
For now, these parameters can be ignored.

4.3 Zombie Name List
Here are the available zombie types for spawning:

Zombie_01: Regular zombie (mutant)
Zombie_01_Blue: Regular zombie with a blue crystal
Zombie_01_Red: Regular zombie with a red crystal
Crawler: Crawler
Crawler_Blue: Crawler with a blue crystal
Crawler_Red: Crawler with a red crystal
Squirter: Squirter
Squirter_Blue: Squirter with a blue crystal
Squirter_Red: Squirter with a red crystal
Weeper: Weeper
Maniac: Maniac
Predator: Predator
Bloodworm: Bloodworm
Brute: Brute
ArmedBrute: Brute with weapons
Shatterer: Shatterer

5. Placing Triggers

5.1 Built-in Trigger: Trigger_StartChallenge

Blueprint class located at Project/Actors/Trigger.
Used for speedrun challenges. Place this trigger near the player's starting point, where the player will pass through it to start the game timer.
For survival mode, the challenge will automatically start when the first zombie is spawned, so no trigger is needed.

5.2 Built-in Trigger: RecordPointTrigger (Checkpoint)

Blueprint class located at Project/Actors/Trigger.
Used for speedrun challenges to record the time from the start of the challenge to the current checkpoint. Players can compare their times against previous records.
Pay attention to the Index. Each checkpoint must have a unique number starting from 0. If set to -1, it marks the final checkpoint, and the challenge ends when the player reaches it.

5.3 Custom Trigger: Trigger

Blueprint class located at Project/Mod/TKA_Workshop_Tomb/Actor.
Used to trigger zombie generators when the player passes through it.
Place the trigger where the player will pass through, and add the zombie generators to the InteractivateActors property of the blueprint.

6. Mod Packaging

Avoid Using Resources Directly from TKA_Workshop_Tomb: If you need resources (like the Trigger blueprint), copy them into your mod folder.
Create a Title Image: The image should be 1400x350 pixels. You can refer to the sample project for a template.
Your mod folder needs the following files:

6.1 TKA_Mod_Table

Contains one row with your mod’s name and description. The Tables field must include a value Levels, indicating it's a challenge level mod.

6.2 Mod_LevelTable

If your mod includes multiple challenge maps, add each map here.
Row Name: The map's Unreal scene file name.
Caption: The name displayed in the game’s scene selection screen.
Content: The description shown during scene loading.
CaptionImage: The title image displayed in the game’s scene selection screen.
DifficultyMode: Defines the difficulty:
-1: Player can select difficulty.
0: Cheat mode.
1: Easy.
2: Normal.
3: Hard.
4: Very Hard.
Type: Set to 2 for challenge mode mod.
State: Set to 1 for available scenes.
Rewards: List rewards (outfits) given to players after completing the map.
Path: Your mod folder's name. If the scene is in a subfolder, include the full path.

6.3 PrimaryAssetLabel File

Like other TKA mods, this data file marks the packaging method. It must be in your mod folder.
Chunk ID: A unique number for your mod, different from other mods.
Cook Rule: Set to Always Cook.
Label Assets in My Directory: Check this option.
Packaging and Testing:

In Unreal Editor, go to File > Package Project > Windows to start packaging.
Find the pakchunkX-WindowsNoEditor.pak file under TheKillingAntidote/Content/Paks (X matches the Chunk ID).
Copy this file to the Mods folder of your game installation and rename it to your mod's name.pak.
Test the mod in the game. If everything works, submit it to the workshop following the previous instructions.

We look forward to your exciting and fun mods! 😊
Last edited by JohnnySUN; 4 Feb @ 9:16pm
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Showing 1-6 of 6 comments
Thank you so much for the list, some of those options will be extremely helpful, especially explanation of how zombie spawning works for ZombieBatchSpawner! However, we still don't know how few things work that would make our maps even better - doors, ladders and vents, as well as how to spawn clothing boxes. Could you please tell us about them?

非常感谢您提供的列表,其中一些选项将非常有帮助,特别是对 ZombieBatchSpawner 的僵尸生成机制的解释!然而,我们仍然不清楚一些功能的工作原理,这些功能可以使我们的地图更加完善——例如门、梯子和通风口的使用,以及如何生成服装箱。您能否为我们讲解一下这些内容?
JohnnySUN  [developer] 2 6 Feb @ 12:06am 
Originally posted by DJ Catmom:
Thank you so much for the list, some of those options will be extremely helpful, especially explanation of how zombie spawning works for ZombieBatchSpawner! However, we still don't know how few things work that would make our maps even better - doors, ladders and vents, as well as how to spawn clothing boxes. Could you please tell us about them?

非常感谢您提供的列表,其中一些选项将非常有帮助,特别是对 ZombieBatchSpawner 的僵尸生成机制的解释!然而,我们仍然不清楚一些功能的工作原理,这些功能可以使我们的地图更加完善——例如门、梯子和通风口的使用,以及如何生成服装箱。您能否为我们讲解一下这些内容?

OK, I will continue to improve these contents.
Git Gud 6 Feb @ 5:14am 
Thank you for the instructions.

One question: If I want to use Devourer, Grimreaper or Mercenary for a map, is there a way to spawn them? They would be great for a stealth map or a shoot out map.
Toybox 6 Feb @ 9:41pm 
Originally posted by Git Gud:
Thank you for the instructions.
One question: If I want to use Devourer, Grimreaper or Mercenary for a map, is there a way to spawn them? They would be great for a stealth map or a shoot out map.

Here's the current known spawn table:

Enemies:
Brute
Brute_Armed
Crawler
Crawler_Blue
Crawler_Red
Devourer
Maniac
Predator
Shatterer
Squirter
Squirter_Blue
Squirter_Red
Weeper
Weeper_Red
GrimReaper
Mercenary
Zombie_01
Zombie_01_Blue
Zombie_01_Red
Bloodworm

Weapons:
Knife
Hatchet
Glock
Revolver
Shotgun
UMP45
HK416
Grenade
Landmine
Bow
Toxic
BrainKiller
MonkeyWrench
Wrench
Machete
IronHammer

Ammo:
GlockAmmo
RevolverAmmo
ShotgunAmmo
UMP45Ammo
HK416Ammo
HK416AmmoHalf
Arrow
Arrow_Exploding
Arrow_Golden
Arrow_Toxic
Last edited by Toybox; 6 Feb @ 9:44pm
Git Gud 7 Feb @ 2:53pm 
Originally posted by Toybox:
Originally posted by Git Gud:
Thank you for the instructions.
One question: If I want to use Devourer, Grimreaper or Mercenary for a map, is there a way to spawn them? They would be great for a stealth map or a shoot out map.

Here's the current known spawn table:

I know about these, what I want t know is how to spawn the 3 I mentioned when making map. It doesn't seem like they can be spawned normally like the ones the dev listed.
Yusufu 11 Apr @ 12:07am 
Does anyone know how to spawn Human Enemies? also is it possible to have them petrol in a certain path? Also Arrow_Exploding and Arrow_Toxic

Edit: This works "ArrowExploding" "ArrowToxic" and "ArrowGolden"
Last edited by Yusufu; 18 Apr @ 6:18pm
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