The Killing Antidote

The Killing Antidote

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JohnnySUN  [developer] 2 23 May @ 7:37am
防御挑战模式的Mod制作方法和实例工程
实例工程下载:
https://www.123684.com/s/RPMMjv-CJNAh

步骤1
创建一个新的场景,文件保存在你的Mod目录中。这个目录必须位于 Content / Mod 中。所有你要用到的资源也都要保存在这个目录内。就像实例工程中的 Content / Mod / TKA_Workshop_Tomb 中展示的那样。

步骤2
导入场景模型素材,设置好灯光、导航网格等必要的物体(Actor)。在玩家出发的地点放置 PlayerStart。

步骤3
复制实例工程中的 TKA_Workshop_Tomb / Actor 目录下的 Tomb_Defend_GameMode 和 Tomb_Exit 文件到你自己的 Mod 目录中。
更改 Tomb_Defend_GameMode 的名称,比如 Your_Defend_GameMode。
在 World Settings / GameMode Override 选项中,选择 Your_Defend_GameMode。
可以打开这个文件,修改一个名为 Signal Multiplier 的参数,可以增加或降低信号增加的速度。

步骤4
在场景中可以放置多个信号塔。
信号塔的蓝图文件位置在 Content / Project / Actors / Obstacle / RadioGenerator
将其拖放到场景中的地面上即可。
如果有多个信号塔,请注意在 Details 中修改每个信号塔的 Index 属性,使其逐个递增。

步骤5
每个信号塔需要一个启动按钮。
按钮的蓝图文件位置在 Content / Project / Actors / Button_A
将其放置到信号塔附近的墙面上,并且修改其 ItemComp_Button 组件的 Button Type 属性为 Hold。然后点击 Interactive Actors 属性的加号,添加一个受按钮控制的对象,我们选择对应的信号塔。
重复以上步骤为每一个信号塔设置对应的按钮。

步骤6
在信号塔周围放置防御设施的接口。
设施接口的蓝图文件位置在 Content / Project / Actors / Device / Device_Dock

步骤7
在场景中放置自动售卖机。
售卖机的蓝图文件在 Content / Project / Actors/ Misc / TradingMachine
售卖机有两种:
TradingMachine 设置固定的商品和数量,填写在 Items 列表属性中。
TradingMachine_Refresh 是可以刷新随机商品列表的售卖机。
Item Classes 填写物品类型
Items Number 是售卖机出售商品列表的数量,
Item Cost 用来控制每种商品的可购买数量,比如填入700,这件商品的单价是100,则在售卖机中就会出现7件该商品。
Extra Items 用于填写额外的必然会出现在列表中的商品和数量。
Price Multiplier Range 表示这台售卖机的价格波动范围

步骤8
放置撤离点
在步骤3中复制的Tomb_Exit就是撤离点,将其放置在场景中的合适位置即可。
你也可以打开该蓝图,修改撤离点的外观,函数 on Exit Start Working 会在信号满格后开启撤离点时调用,可以在这里改变撤离点的外观,让玩家清楚的看到撤离点已经开启。

步骤9
放置僵尸批量生成器
蓝图文件在 Content / Project /Actors / Spawner / ZombieBatchSpawner
具体属性的设置方法请看上篇关于挑战地图Mod的制作教程。
这里需要注意的是,场景中需要两个 ZombieBatchSpawner,将 Actor Tags 分别设置为 Spawner 和 Hunter。区别是 Tags 为 Spawner 的生成器会一直产生新的僵尸,而 Hunter 的生成器只在有信号塔工作时才产生新的僵尸。
具体参数设置也可以参考实例中的设定。

步骤10
填写表格和打包
具体方法请参阅之前的文档,这里不再复述。
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AkimboDK 24 May @ 2:08pm 
Defense Challenge Mode – Mod Creation Guide

This guide walks you through creating a defense-style challenge map mod based on the official example project (`TKA_Workshop_Tomb`). Suitable for Unreal Engine-based modding tools.

———————————————————————————————

Step 1: Create a New Level

Create and save a new level in your mod directory:
`Content/Mod`
All the assets (meshes, blueprints, etc.) used in this level must also be saved in this directory.
Refer to the example project at:
`Content/Mod/TKA_Workshop_Tomb`

———————————————————————————————

Step 2: Import Models & Set Up Scene

Import your scene models and set up essential actors such as lighting and a navigation mesh.
Place a `PlayerStart` at the point where the player will begin.

———————————————————————————————

Step 3: Set Up GameMode & Extraction Blueprint

Copy the following files from:
`TKA_Workshop_Tomb/Actor`
- `Tomb_Defend_GameMode`
- `Tomb_Exit`

Then:
1. Rename `Tomb_Defend_GameMode` to something like `Your_Defend_GameMode`
2. In the editor, go to World Settings > GameMode Override and select your custom GameMode.
3. You can adjust the Signal Multiplier parameter in this GameMode to control how fast the signal accumulates.

———————————————————————————————

Step 4: Add Signal Towers

Blueprint path:
`Content/Project/Actors/Obstacle/RadioGenerator`
Drag and drop the blueprint into your level. If you have multiple towers, open the Details panel for each and make sure to set a unique Index (0, 1, 2, ...).

———————————————————————————————

Step 5: Add Activation Buttons

Blueprint path:
`Content/Project/Actors/Button_A`
Place this near each signal tower on a wall.
Then:
1. Set ItemComp_Button > Button Type to `Hold`.
2. In Interactive Actors, click the "+" icon to add the corresponding signal tower.
Repeat this for each signal tower.

———————————————————————————————

Step 6: Add Defense Facility Interfaces

Blueprint path:
`Content/Project/Actors/Device/Device_Dock`
These act as sockets around your towers where defense units can be placed.

———————————————————————————————

Step 7: Add Vending Machines

Blueprint path:
`Content/Project/Actors/Misc/TradingMachine`

There are two types:
- `TradingMachine`: Static set of items
- `TradingMachine_Refresh`: Generates a random item list on refresh

Properties:
- Item Classes: Types of items sold
- Items Number: Total number of items
- Item Cost: How many of each item will appear
- e.g. If Item Cost = 700 and the item price is 100, then 7 will be available
- Extra Items: Guaranteed items + quantities
- Price Multiplier Range: Random price variance for vending machines

———————————————————————————————

Step 8: Add the Extraction Point

Use the `Tomb_Exit` blueprint you copied earlier. Place it in a suitable location in your map.
To customize it:
- Open the blueprint
- Modify the appearance or functionality via the on Exit Start Working function, which triggers once the signal is full and extraction is available.

———————————————————————————————

Step 9: Add Zombie Spawners

Blueprint path:
`Content/Project/Actors/Spawner/ZombieBatchSpawner`
Refer to the previous challenge map tutorial for property details.

You will need two spawners:

1. One with Actor Tag: Spawner
- Continuously spawns zombies

2. One with Actor Tag: Hunter
- Only spawns zombies when a signal tower is active

Use the example project as a reference for ideal settings.

———————————————————————————————

Step 10: Package Your Mod

Fill out the required forms and package your mod properly.
Refer to the official documentation for instructions. This guide does not repeat that information.
LINK:
How to create a Challenge Mode Mod
Last edited by AkimboDK; 24 May @ 2:30pm
AkimboDK 24 May @ 2:09pm 
Also Johnny, we need a google drive link for the Map example, I tried to download it from the link but I can't.
Thanks for the update and the upgraded development kit.

I wanted to ask if there’s a way for us to prevent zombies from despawning when using the ZombieSpawner blueprint.

Currently, after approximately one minute, the zombies spawned by ZombieSpawner will disappear if they’re not visible on the player’s screen.

Thank you.
你好,请问如何放置一个超级储存箱子和弹药补给箱子?
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