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(TF) Sabotage [developer] 3 May @ 12:28am
haha feels good when ya see ya name like that:)
Surgical_Station.int
that should fix the mission breifing:)
in your ini file
PreviewImageMarkup="UI_VC_MapImages.Textures.T_Preview_SplatterStation01"
delete this text to get rid of splatter station pictures=
UI_VC_MapImages.Textures.T_Preview_SplatterStation01
PreviewImageMarkup=""
will open the editor now n add more here=there isn't much more to fix up your almost there!
this level has alot of potential n i love the mess it feels like an evil unknown entity has been on a rampage=but i think its still here watching me clean up=woooooo spoooky:)
open ya map in editor and go to tools=check map for errors
static mesh actor 121 double click it and it will select a floor mesh=with that highlighted press delete button in error list=it wont disapear so press refresh button=now its gone=fixed 1 bad mesh
static mesh actor 160 189 188 delete those too and press refresh button
in ya map above a bed on right corner of screen delete this actor=vcmessfactorysplat_291
outside your map is a big yellow box select it and press the cube next to the camera icon=geometry mode
select the surface on one side and move it until it has the whole level inside it=this is lightmass importance volume=it make building the lighting much faster
move the bin machine forward=really close/almost touching the yellow body so bins don't go inside the wall.
save your map and open evil science and copy the signs stacking area
hold left shift and press left mouse to select the signs decal on the floor=its outside the elevator on top floor
while holding shift select the green stacking volume
now you have 2 actors selected
press ctrl+c to copy it
open your map right click somewhere and click paste here n put it where ya want it
open the stacking volume properties and change required count to the number of wet floor signs in your map
perfect we have signs to stack:)
in the area with high ceiling add a j-harm
in content browser select actor classes and type scissor in search bar n will see vcscissorlift
drag that into your map to place a j-harm
type emp in search box
will see vcdebrisemployeechip
drag one of those into your map open its properties n give it an employee name(leave name box blank=randomly generated name)
tick boxes that best describe how the body its next to died=not too many boxes keep it simple
copy the pid with ctrl+c right click n press paste here to add another one n open its properties n change the name and boxes=leave boxes same if body died same way:)
rinse n repeat to add more usb sticks=move them slightly above the floor n they wont get stuck in the floor.
view world properties mymapinfo
punchout handler is set to none=change it to general=now the report screen in the office and all of the paper notes will work when you use the punchomatic:)
speedrun is set to 1 hour=leave it as is if map gonna get bigger:)
Reports=
tick the boxes that best match the boxes you ticked in the usb sticks properties
count number of dead alien bodies if any 0 is none
consider copying some doors from caduceus or evil science to place in those emtpy door frames it will look nice n give janitor things to interact with
rebuild lighting
save map and copy updated files to upload directory and update your level
congrats you now have a map that looks n plays awesome=well done
keep at that level creation guide it helps heaps
if anyone says incinerator wont burn tiny things copy incinerator from any map exept caduceus as that one is bugged=wonky trigger volume
make sure incinerator doors don't open/clip into the walls
congrats you now have a perfectly playable map so go n get that employyee of the month picture you deserve it:)
suggestion=add a dim light in the dark room:)
the rest of the lighting looks really nice!!!
build production lighting last=it may take about 15 mins to n hour depending on pc hardware=lots of plants n trees=it takes a few hours!
i have a very high end pc n ya map looks awesome even with preview lighting!!!!
your current lighting sets the mood and the atmosphere nicely!!!
now that everything is setup correctly never change the name or location of any of your map files=this prevent a massive headache trust me on that one:)
never subscribe to your own map
if you did
copy all of your map files n save as backup on desktop
unsub n start the game wait till workshop does its thing and exit n then restart the game=
map files have now been deleted
replace files with backup copy to reinstall your map=now each time you update your map it wont automatically install the old update so ya not editing an old update over n over again:)
if editor asks to save gp something or anything that is not your map file press dont save even when you exit the editor=then ya wont break the game by accident n saves heaps of time when it comes to debugging and reinstalls
if editor keeps asking to save something when ya exit theres something in ya map the editor doesnt like
could be a material on something like mountains background or office objects like boots n gloves static meshes=debris wont chuck message:)
find and delete or change it save map n exit if it not ask to save something that isn't your map file then its all good n fixed n running perfectly:)
never save another map when copying stuff from other maps n ya wont accidentally break multiplayer or the game!
study other peoples and all the devs maps in the editor esp kismet=eventually you will have loads of fun with it:)
avoid using custom content from other workshop maps as it will teather your level to it making someone elses map required DLC for your map to function correctly!
perhaps add a paper note or two or a pda as well look at the guide about that one
the \n chars option is way easier than using config files/strings
when placing medical kit boxes good idea to press pie n walk around n put a medkit in em n make sure that bloody lid doesn't get the janitor stuck inside it=lol those things can be a real bitc# to set right:)
very nice map keep up the amazing work:)
here is how to make a hospital bed into a new debris object using a modded copy of the bed mesh
open no mercy map in the editor will see PP_VC_nomercy
static meshes
select medbed right click it and select create a copy
put it in your map package
group=Static_Meshes
Name= Med_Bed
press ok until the popup box is gone
open your map n put that bed mesh in your map save the map
open no mercy
PP_VC_nomercy in conntent browser group factory
select MedBed right click create a copy n put in your map package
group=Factory
name=MedBed
PP_VC_nomercy
group=Objects
select MedBed right click it create a copy
put in your map package
group=Objects
name=MedBed
open your map and find your map package in the content browser
group=Objects
select MedBed right click it select copy full name to clipboard then double click it to open its properties n type mesh in the search bar=leave that window open
go to factory group in your map package n select medbed and double click it to open its properties
where it says debris template click the txt next to the green arrow it go all blue or just clear the txt and right click in the space and paste it
this will assign the object to the factory
type mesh in the search box
your map package in content browser
group=static meshes
select medbed (84 collision prims)
with that selected where it says the mesh name click the green arrow in both of the factory and object archetype settings
now exit those windows/properties go to your map package in content browser
group=factory
select medbed
in your map right click and select add medbed here to place new bed in ya map
delete the static mesh bed ya put in the map earlier=keep the one in the content browser
save your map and press the play button
go n pickup a hospital bed
copy the bed in ya map n paste it now ya have 2 hospital beds
originally it was a filling cabinet=doesn't count as mess but funny to try n burn in the incinerator
could also put beds in stacking area if wanted too
thought ide share that one always wanted to be able to move evil science hospital beds
those two archetypes can be used to make lots of new objects=copy it give it a new name and edit it
assign the object archetype to the factory achetype
put factory archetype in map so it doesn't delete the object archetype!!!
you can change the pickup drop and impact sounds too and can make it count as mess n can also make it bleed if want to
if it wigs out when ya pick it up fiddle with the hold distance and hold stiffness settings in both the object and factory archetype settings
distance=30 usually works for big thing if it still glitchy try 50 or 70 so when pick it up it further away from the janitor so not trip on it like ya do on the janitor trunk lid xd=it stop it from making janitor fly across the room
easy way of making new objects that you can keep in the office
if setup the right way it will let you save your map instead of saying graph linked to external package and by now you should have hospital beds as a new debris object:)
use your map as a reference for your next map esp those mymapinfo settings it helps ya build faster n its more fun