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		<title>Ultra Modding | Unreal Engine Modding</title>
		<link>http://ultramodding.ucoz.com/</link>
		<description>Forums | Ultra Modding / Ultra Mapping Forums</description>
		<lastBuildDate>Wed, 31 Dec 2014 01:18:37 GMT</lastBuildDate>
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		<item>
			<title>DM-LEGO</title>
			<link>https://ultramodding.ucoz.com/forum/10-48-1</link>
			<pubDate>Wed, 31 Dec 2014 01:18:37 GMT</pubDate>
			<description>Forum: &lt;a href=&quot;https://ultramodding.ucoz.com/forum/10&quot;&gt;[W.I.P] MAPS&lt;/a&gt;&lt;br /&gt;Thread description: port from CSS&lt;br /&gt;Thread starter: UltraKill&lt;br /&gt;Last message posted by: UltraKill&lt;br /&gt;Number of replies: 0</description>
			<content:encoded>&lt;img src=&quot;http://i.imgur.com/9AguuMh.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; &lt;img src=&quot;http://i.imgur.com/gdNSpTS.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;</content:encoded>
			<category>[W.I.P] MAPS</category>
			<dc:creator>UltraKill</dc:creator>
			<guid>https://ultramodding.ucoz.com/forum/10-48-1</guid>
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			<title>Collision / Коллизия моделей в SDK.</title>
			<link>https://ultramodding.ucoz.com/forum/11-46-1</link>
			<pubDate>Mon, 20 May 2013 21:19:03 GMT</pubDate>
			<description>Forum: &lt;a href=&quot;https://ultramodding.ucoz.com/forum/11&quot;&gt;[TUTORIAL] MAPPING IN KILLING FLOOR&lt;/a&gt;&lt;br /&gt;Thread description: RUSSIAN GUIDE&lt;br /&gt;Thread starter: UltraKill&lt;br /&gt;Last message posted by: UltraKill&lt;br /&gt;Number of replies: 0</description>
			<content:encoded>&lt;span style=&quot;font-size:12pt;&quot;&gt;&lt;span style=&quot;font-family:Times&quot;&gt;&lt;span style=&quot;color:#00ffff&quot;&gt;Всем нам знакомы ситуации когда можно проходить насквозь моделей, или при стрельбе по ним, пули пролетают насквозь. &lt;br /&gt;&lt;br /&gt; Эта опция оптимизирует карту целиком, тем более если карта большая.&lt;/span&gt;&lt;/span&gt; &lt;br /&gt;&lt;br /&gt; &lt;span style=&quot;color:#980000&quot;&gt;Начнем:&lt;/span&gt;&lt;/span&gt; &lt;br /&gt;&lt;br /&gt; &lt;span style=&quot;font-size:13pt;&quot;&gt;&lt;span style=&quot;font-family:Optima&quot;&gt;&lt;span style=&quot;color:#00ff00&quot;&gt;&lt;i&gt;1. Открываем свойства предмета &lt;br /&gt; 2. Открываем вкладку Collision. &lt;br /&gt;&lt;br /&gt; -Там видим список параметров: &lt;br /&gt; - bAutoAligntoTerrain = Автоматически выравнивать по земле, крайне редко нужная штука. &lt;br /&gt; - bBlockActors = Блокирует акторы. (зомби, игроков) &lt;br /&gt; - bBlockKarma = Блокирует Камру (трупы зомби, другие объекты на карте) &lt;br /&gt; - bBlockNonZeroExtentTraces = Блокирует Трейсы. (пули, ракеты, все что может летать и взрываться) &lt;br /&gt; - bBlockZeroExtentTraces = Блокирует трейсы от эмиттеров, и других &quot;прозрачных&quot; объектов. &lt;br /&gt; - bCollideActors = &quot;сплющивает&quot; с другими статиками на карте, находящиеся рядом. &lt;br /&gt; - bPathColliding = Будут ли мобы идти к нему или через него. &lt;br /&gt; - bProjTarget = прожектиль, Всегда на False должна быть, может быть неадекватное наложение света и др. еффектов. &lt;br /&gt; - bUseCylinderCollision = Установить ему &quot;контур&quot; цилиндра, тоже иногда помогает. &lt;br /&gt; - CollisionHeight / CollisionRadius = размеры и радиус &quot;блокирования&quot; (если установлено) &lt;br /&gt; - SurfaceType = тип поверхности, часто зависит от текстуры которая наложена на объект.&lt;/i&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;br /&gt;&lt;br /&gt; &lt;span style=&quot;font-size:12pt;&quot;&gt;&lt;span style=&quot;color:#980000&quot;&gt;И так, если статик находится вне поле зрения, или вне зоны досягаемости игрока, нужно установить Коллюжн как на скриншоте:&lt;/span&gt; &lt;br /&gt; &lt;span style=&quot;color:#980000&quot;&gt;&lt;img src=&quot;http://img834.imageshack.us/img834/5899/74047694.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;</content:encoded>
			<category>[TUTORIAL] MAPPING IN KILLING FLOOR</category>
			<dc:creator>UltraKill</dc:creator>
			<guid>https://ultramodding.ucoz.com/forum/11-46-1</guid>
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			<title>СОЗДАНИЕ МОДЕЛЕЙ / ТЕКСТУР ДЛЯ KILLING FLOOR SDK.</title>
			<link>https://ultramodding.ucoz.com/forum/11-45-1</link>
			<pubDate>Tue, 14 May 2013 17:58:07 GMT</pubDate>
			<description>Forum: &lt;a href=&quot;https://ultramodding.ucoz.com/forum/11&quot;&gt;[TUTORIAL] MAPPING IN KILLING FLOOR&lt;/a&gt;&lt;br /&gt;Thread description: RUSSIAN GUIDE&lt;br /&gt;Thread starter: UltraKill&lt;br /&gt;Last message posted by: UltraKill&lt;br /&gt;Number of replies: 0</description>
			<content:encoded>&lt;b&gt;СОЗДАНИЕ МОДЕЛЕЙ / ТЕКСТУР ДЛЯ KILLING FLOOR SDK.&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; &lt;i&gt;Нам понадобится софт. позволяющий экспортировать  изменять и импортировать 3д модели разных форматов. &lt;br /&gt; пример: 3DS MAX, Cinema 4D, MilkShape 3D.&lt;/i&gt; &lt;br /&gt;&lt;br /&gt; 1. Скачиваем / создаем нужную нам модель. &lt;br /&gt; В данном уроке, будет модель танка. &lt;br /&gt; &lt;img src=&quot;http://img16.imageshack.us/img16/5229/22077981.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 2. Експортируем выбранную модель в формат (.ASE) &lt;br /&gt; &lt;img src=&quot;http://img839.imageshack.us/img839/1629/98449056.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 3. Открываем браузер статиков. &lt;br /&gt; &lt;img src=&quot;http://img834.imageshack.us/img834/4656/42705001.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 4. Далее, идем ко вкладке File &gt; Import... &lt;br /&gt; &lt;img src=&quot;http://img803.imageshack.us/img803/5100/35777063.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 5. Заполняем поля, название пакета, группа объектов (необязательно) и название объекта - обязательно. &lt;br /&gt; на рисунке я поставил Tank_sm (Tank_StaticMesh), для более удобной навигации и управления файлами, можно добавлять в конце названия пакетов аббревиатуры, например: Static Mesh - sm, Texture - Tex / T, Sounds - S / Snd, Animations - Anims / A. &lt;br /&gt; &lt;img src=&quot;http://img844.imageshack.us/img844/4006/86303286.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 6. Открываем браузер Текстур. &lt;br /&gt; &lt;img src=&quot;http://img713.imageshack.us/img713/2411/14528639.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 7. Также как и статик, текстуры нужно импортировать в редактор, они должны быть в формате (.TGA / .DDS) &lt;br /&gt; с четным расширением (1*1, 2*2, 4*4, 256*256, 512*512, 512*256, 1024*1024, 2048*2024, 512*1024, 1024*2048) &lt;br /&gt; &lt;img src=&quot;http://img6.imageshack.us/img6/7566/93668362.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 8. Название пакета, так-же, как и со статиками, как Вам удобне - так и называйте. но без пробелов и только латинскими буквами. &lt;br /&gt; &lt;img src=&quot;http://img199.imageshack.us/img199/9201/69930012.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 9. В браузере текстур, открываем наш пакет (Tank_T) и проводим компрессию текстур. &lt;br /&gt; ПКМ &gt; Compress &gt; DXT3, &lt;br /&gt; DXT5 запоминает два значения для квада 4х4, а остальные значения получает через интерполяцию этих двух &lt;br /&gt; DXT3 запоминает альфу для каждого пикселя по 4 бита на пиксель. самый оптимальный вариант. &lt;br /&gt; при этом если у вас будет пакет с текстурами, где их количество будет около 10 и размер от 1024*1024 и выше, то Ваш пакет с текстурами будет весить около 100 мб. (редко кто дождется такой долгой загрузки с сервера) &lt;br /&gt; &lt;img src=&quot;http://img850.imageshack.us/img850/319/80842169.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 10. Проверяем, если ничего не пропустили, и приступаем к сохранению. &lt;br /&gt; После компрессия текстуры, рядом с ее именем появляется слово в скобках [DXT3] если оно есть, компрессия прошла успешно. &lt;br /&gt; &lt;img src=&quot;http://img600.imageshack.us/img600/3770/32465075.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 11. Далее, открываем браузер статиков (шаг 3) &lt;br /&gt; Внизу, есть вкладка Materials, нажимаем на нее, и появляются еше вкладки, далее, там нужно будет вставить текстуру на танк, это делается нажав на текстуру в браузере текстур (шаг 6), нажимаем на одну из текстур, и в вкладке Material 0, жмем на Use (справа, в том же ряду) &lt;br /&gt; и так все материалы нужно заполнить, сначала на угад, но когда разберетесь какая текстура, куда идет, быстро привыкните. &lt;br /&gt; Не все объекты имеют такую возможность, если объекты, у которых одна текстура, а есть у которых 15 текстур. &lt;br /&gt; &lt;img src=&quot;http://img713.imageshack.us/img713/5425/69405260.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 12. Далее, сохраняем наш пакет с моделью танка, после текстурирования. &lt;br /&gt; &lt;img src=&quot;http://img407.imageshack.us/img407/4475/45413528.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 13. Сохраняем пакет Текстур. &lt;br /&gt; &lt;img src=&quot;http://img692.imageshack.us/img692/2667/77699295.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt;&lt;br /&gt; Теперь, можно будет пользоваться моделью танка на Любой карте, и менять ему текстуры, цвета и форму. &lt;br /&gt;&lt;br /&gt; &lt;i&gt;Вот что у меня получилось с этим малышом сделать.&lt;/i&gt; &lt;br /&gt; &lt;!--uSpoiler--&gt;&lt;div class=&quot;uSpoilerClosed&quot; id=&quot;uSpoilerP9WMlT&quot;&gt;&lt;div class=&quot;uSpoilerButBl&quot;&gt;&lt;input type=&quot;button&quot; class=&quot;uSpoilerButton&quot; onclick=&quot;if($(&apos;#uSpoilerP9WMlT&apos;)[0]){if ($(&apos;.uSpoilerText&apos;,$(&apos;#uSpoilerP9WMlT&apos;))[0].style.display==&apos;none&apos;){$(&apos;.uSpoilerText&apos;,$(&apos;#uSpoilerP9WMlT&apos;))[0].style.display=&apos;&apos;;$(&apos;.uSpoilerButton&apos;,$(&apos;#uSpoilerP9WMlT&apos;)).val(&apos;Close spoiler&apos;);$(&apos;#uSpoilerP9WMlT&apos;).attr(&apos;class&apos;,&apos;uSpoilerOpened&apos;);}else {$(&apos;.uSpoilerText&apos;,$(&apos;#uSpoilerP9WMlT&apos;))[0].style.display=&apos;none&apos;;$(&apos;.uSpoilerButton&apos;,$(&apos;#uSpoilerP9WMlT&apos;)).val(&apos;Open spoiler&apos;);$(&apos;#uSpoilerP9WMlT&apos;).attr(&apos;class&apos;,&apos;uSpoilerClosed&apos;);}}&quot; value=&quot;Open spoiler&quot;/&gt;&lt;/div&gt;&lt;div class=&quot;uSpoilerText&quot; style=&quot;display:none;&quot;&gt;&lt;!--ust--&gt;&lt;img src=&quot;http://imageshack.us/a/img543/8847/shot00185n.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; &lt;img src=&quot;http://imageshack.us/a/img194/2015/shot00186x.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; &lt;img src=&quot;http://imageshack.us/a/img11/424/shot00187n.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; &lt;img src=&quot;http://imageshack.us/a/img823/4356/shot00188d.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; &lt;img src=&quot;http://imageshack.us/a/img706/6193/shot00189s.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;!--/ust--&gt;&lt;/div&gt;&lt;/div&gt;&lt;!--/uSpoiler--&gt; &lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;i&gt;Скачать карту с Танком и посмотреть как его можно &quot;оформить&quot; можно пройдя по этой ссылке.&lt;/i&gt;&lt;/b&gt; &lt;br /&gt; &lt;a class=&quot;link&quot; href=&quot;http://ultramodding.ucoz.com/load/black_ops_tank_static_mesh/1-1-0-13&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;http://ultramodding....c_mesh/1-1-0-13&lt;/a&gt; &lt;br /&gt;&lt;br /&gt; Кстати, нужно бы написать гайд по эмиттерам..</content:encoded>
			<category>[TUTORIAL] MAPPING IN KILLING FLOOR</category>
			<dc:creator>UltraKill</dc:creator>
			<guid>https://ultramodding.ucoz.com/forum/11-45-1</guid>
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		<item>
			<title>KF-ROMAN-ARENA [UltraMapping]</title>
			<link>https://ultramodding.ucoz.com/forum/9-43-1</link>
			<pubDate>Wed, 08 May 2013 15:20:49 GMT</pubDate>
			<description>Forum: &lt;a href=&quot;https://ultramodding.ucoz.com/forum/9&quot;&gt;[DOWNLOAD] MAPS&lt;/a&gt;&lt;br /&gt;Thread description: Roman Arena Map&lt;br /&gt;Thread starter: UltraKill&lt;br /&gt;Last message posted by: UltraKill&lt;br /&gt;Number of replies: 0</description>
			<content:encoded>About: &lt;br /&gt;&lt;br /&gt; &lt;span style=&quot;color:#00BFBF&quot;&gt;&lt;b&gt;map in the style of &quot;ancient Rome&quot; in the bright summer sky .. far away from the world .. Zombies want to grab one of the last paradises of distant places in the universe&lt;/b&gt;&lt;/span&gt; &lt;br /&gt;&lt;br /&gt; &lt;span style=&quot;color:#00BFFF&quot;&gt;decided to finish before the end of a good map, since already ashamed to answer to everyone who asks of &quot;Now is no time, or I&apos;m too lazy&quot; =)&lt;/span&gt; &lt;br /&gt;&lt;br /&gt; &lt;b&gt;ChangezLog:&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; &lt;span style=&quot;color:#FFFFFF&quot;&gt;&lt;i&gt;- Fixed textures. (maked shaders, combiners,now looks awesome :P) &lt;br /&gt; - Corrected some of the objects (or rather their display in the game). &lt;br /&gt; - Added ZED spawnz. &lt;br /&gt; - Removed unnecessary files. (music) &lt;br /&gt; - Changed color. (now more beautiful and realistic) &lt;br /&gt; - Fixed ZED&apos;s ways (nodes) &lt;br /&gt; - Finally added a beautiful sky =) &lt;br /&gt; - Corrected, or rather I am the one who found the solution to the &quot;demonization&quot; of textures on the approach. (planning and Cannon Fodder correct, he has the same problem.)&lt;/i&gt;&lt;/span&gt; &lt;br /&gt;&lt;br /&gt; &lt;i&gt;&lt;span style=&quot;color:#00FF80&quot;&gt;Screenz of finally version:&lt;/span&gt;&lt;/i&gt; &lt;br /&gt; &lt;!--uSpoiler--&gt;&lt;div class=&quot;uSpoilerClosed&quot; id=&quot;uSpoilerb5V_bi&quot;&gt;&lt;div class=&quot;uSpoilerButBl&quot;&gt;&lt;input type=&quot;button&quot; class=&quot;uSpoilerButton&quot; onclick=&quot;if($(&apos;#uSpoilerb5V_bi&apos;)[0]){if ($(&apos;.uSpoilerText&apos;,$(&apos;#uSpoilerb5V_bi&apos;))[0].style.display==&apos;none&apos;){$(&apos;.uSpoilerText&apos;,$(&apos;#uSpoilerb5V_bi&apos;))[0].style.display=&apos;&apos;;$(&apos;.uSpoilerButton&apos;,$(&apos;#uSpoilerb5V_bi&apos;)).val(&apos;[&amp;#92;&amp;#8211;] Spoiler&apos;);$(&apos;#uSpoilerb5V_bi&apos;).attr(&apos;class&apos;,&apos;uSpoilerOpened&apos;);}else {$(&apos;.uSpoilerText&apos;,$(&apos;#uSpoilerb5V_bi&apos;))[0].style.display=&apos;none&apos;;$(&apos;.uSpoilerButton&apos;,$(&apos;#uSpoilerb5V_bi&apos;)).val(&apos;[+] Spoiler&apos;);$(&apos;#uSpoilerb5V_bi&apos;).attr(&apos;class&apos;,&apos;uSpoilerClosed&apos;);}}&quot; value=&quot;[+] Spoiler&quot;/&gt;&lt;/div&gt;&lt;div class=&quot;uSpoilerText&quot; style=&quot;display:none;&quot;&gt;&lt;!--ust--&gt;&lt;img src=&quot;http://imageshack.us/a/img607/7457/2013050800002.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; &lt;img src=&quot;http://imageshack.us/a/img836/7770/2013050800003.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; &lt;img src=&quot;http://imageshack.us/a/img716/2651/2013050800004.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; &lt;img src=&quot;http://imageshack.us/a/img600/5662/killingfloor20130508063.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;!--/ust--&gt;&lt;!--usn(=Spoiler)--&gt;&lt;/div&gt;&lt;/div&gt;&lt;!--/uSpoiler--&gt; &lt;br /&gt;&lt;br /&gt; Beautiful textures was created after maked video =).. &lt;br /&gt; (80% of the finished map) &lt;br /&gt; &lt;!--BBvideo--&gt;&lt;span id=&quot;scr08eY1uA6bN&quot;&gt;&lt;/span&gt;&lt;script type=&quot;text/javascript&quot;&gt;_uVideoPlayer({&apos;url&apos;:&apos;http://www.youtube.com/watch?v=NjNYnkqhf7A&apos;,&apos;width&apos;:&apos;425&apos;,&apos;height&apos;:&apos;355&apos;},&apos;scr08eY1uA6bN&apos;);&lt;/script&gt;&lt;!--/BBvideo--&gt; &lt;br /&gt;&lt;br /&gt; &lt;a class=&quot;link&quot; href=&quot;http://u.to/KK1pAw&quot; title=&quot;http://steamcommunity.com/sharedfiles/filedetails/?id=143870788&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://www.harmsfam.net/wp-content/uploads/2012/09/steam_workshop.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt; &lt;br /&gt;&lt;br /&gt; &lt;a class=&quot;link&quot; href=&quot;http://u.to/Ka1pAw&quot; title=&quot;http://kf.gamebanana.com/maps/download/174001&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://kf.gamebanana.com/maps/embeddables/174001?type=large&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt; &lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;i&gt;FIrst version:&lt;/i&gt;&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; &lt;!--uSpoiler--&gt;&lt;div class=&quot;uSpoilerClosed&quot; id=&quot;uSpoilerlLSw8t&quot;&gt;&lt;div class=&quot;uSpoilerButBl&quot;&gt;&lt;input type=&quot;button&quot; class=&quot;uSpoilerButton&quot; onclick=&quot;if($(&apos;#uSpoilerlLSw8t&apos;)[0]){if ($(&apos;.uSpoilerText&apos;,$(&apos;#uSpoilerlLSw8t&apos;))[0].style.display==&apos;none&apos;){$(&apos;.uSpoilerText&apos;,$(&apos;#uSpoilerlLSw8t&apos;))[0].style.display=&apos;&apos;;$(&apos;.uSpoilerButton&apos;,$(&apos;#uSpoilerlLSw8t&apos;)).val(&apos;[&amp;#92;&amp;#8211;] Spoiler&apos;);$(&apos;#uSpoilerlLSw8t&apos;).attr(&apos;class&apos;,&apos;uSpoilerOpened&apos;);}else {$(&apos;.uSpoilerText&apos;,$(&apos;#uSpoilerlLSw8t&apos;))[0].style.display=&apos;none&apos;;$(&apos;.uSpoilerButton&apos;,$(&apos;#uSpoilerlLSw8t&apos;)).val(&apos;[+] Spoiler&apos;);$(&apos;#uSpoilerlLSw8t&apos;).attr(&apos;class&apos;,&apos;uSpoilerClosed&apos;);}}&quot; value=&quot;[+] Spoiler&quot;/&gt;&lt;/div&gt;&lt;div class=&quot;uSpoilerText&quot; style=&quot;display:none;&quot;&gt;&lt;!--ust--&gt;Remake by Ultrakill &lt;br /&gt; Support by GaiVer &lt;br /&gt;&lt;br /&gt; Screenz: &lt;br /&gt; &lt;img src=&quot;http://img18.imageshack.us/img18/5359/killingfloor20120405103.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; &lt;img src=&quot;http://img52.imageshack.us/img52/5359/killingfloor20120405103.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; &lt;img src=&quot;http://img11.imageshack.us/img11/5359/killingfloor20120405103.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;!--/ust--&gt;&lt;!--usn(=Spoiler)--&gt;&lt;/div&gt;&lt;/div&gt;&lt;!--/uSpoiler--&gt;</content:encoded>
			<category>[DOWNLOAD] MAPS</category>
			<dc:creator>UltraKill</dc:creator>
			<guid>https://ultramodding.ucoz.com/forum/9-43-1</guid>
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			<title>КОПИРОВАНИЕ / ДОБАВЛЕНИЕ ОБЪЕКТОВ НА КАРТУ.</title>
			<link>https://ultramodding.ucoz.com/forum/11-42-1</link>
			<pubDate>Mon, 22 Apr 2013 21:22:35 GMT</pubDate>
			<description>Forum: &lt;a href=&quot;https://ultramodding.ucoz.com/forum/11&quot;&gt;[TUTORIAL] MAPPING IN KILLING FLOOR&lt;/a&gt;&lt;br /&gt;Thread description: RUSSIAN GUIDE&lt;br /&gt;Thread starter: UltraKill&lt;br /&gt;Last message posted by: UltraKill&lt;br /&gt;Number of replies: 0</description>
			<content:encoded>&lt;span style=&quot;color:#980000&quot;&gt;&lt;span style=&quot;font-size:15pt;&quot;&gt;&lt;span style=&quot;font-family:Courier&quot;&gt;&lt;b&gt;КОПИРОВАНИЕ / ДОБАВЛЕНИЕ ОБЪЕКТОВ НА КАРТУ.&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;br /&gt;&lt;br /&gt; &lt;span style=&quot;font-family:Courier&quot;&gt;&lt;span style=&quot;color:#00ffff&quot;&gt;&lt;i&gt;СПОСОБ № 1.&lt;/i&gt; &lt;br /&gt;&lt;br /&gt; 1. Открываем желаемую карту в редакторе. &lt;br /&gt; 2. Выбираем нужный нам объект. &lt;br /&gt; 3. Жмем ПКМ на него, далее Convert &gt; To Static Mesh &lt;br /&gt; &lt;img src=&quot;http://img694.imageshack.us/img694/9271/87642323.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 4. Пишем желаемое имя пакета объектов, название Группы (необязательно) и имя объекта. &lt;br /&gt; &lt;img src=&quot;http://img822.imageshack.us/img822/804/54533986.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 5. Открываем браузер статиков &lt;br /&gt; &lt;img src=&quot;http://img834.imageshack.us/img834/4656/42705001.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 6. Выбираем созданный пакет, для проверки и сохранения. &lt;br /&gt; &lt;img src=&quot;http://img841.imageshack.us/img841/6238/97323215.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 7. После визуальной проверки, можно перейти к сохранению. &lt;br /&gt; &lt;img src=&quot;http://img689.imageshack.us/img689/2194/66767241.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 8. Название пакета остается то-же что ставили ранее (шаг 4). &lt;br /&gt; &lt;img src=&quot;http://img600.imageshack.us/img600/1498/12687663.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 9. Открываем свою карту, добираемся до нужного места, куда хотите поставить объект, жмем ПКМ на поверхность, при этом нужно заранее выбрать нужный нам объект в браузере (см шаг 5) &lt;br /&gt; и жмем Add Static mesh (имя пакета .имя группы .имя объекта) &lt;br /&gt; &lt;img src=&quot;http://img32.imageshack.us/img32/4898/14935992.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/span&gt; &lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;i&gt;&lt;span style=&quot;color:#ff00ff&quot;&gt;СПОСОБ №2.&lt;/span&gt;&lt;/i&gt;&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; &lt;span style=&quot;color:#00ff00&quot;&gt;1. Открываем желаемую карту. &lt;br /&gt; 2. Открываем браузер объектов. &lt;br /&gt; &lt;img src=&quot;http://img834.imageshack.us/img834/4656/42705001.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 3. Выбираем нужный пакет, и нужный нам объект. &lt;br /&gt; (например: KillingFloorLabStatics) &lt;br /&gt; Выбираем вкладку Edit &gt; Rename... &lt;br /&gt; &lt;img src=&quot;http://img542.imageshack.us/img542/1448/63463951.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 4. В появившемся окошке вписываем название пакета MyLevel*, остальное можно назвать как угодно. &lt;br /&gt; &lt;img src=&quot;http://img35.imageshack.us/img35/9629/78298849.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 5. В браузере выбираем пакет MyLevel, чтобы проверить, все ли объекты скопированы. (Если нет, то возвращаемся к шагу 3) &lt;br /&gt; &lt;img src=&quot;http://img6.imageshack.us/img6/9071/26936315.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 6. Закрываем браузер, и сохраняем проект (сохраняем карту) &lt;br /&gt; &lt;img src=&quot;http://img41.imageshack.us/img41/4452/46997870.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 7. Далее, перезапускаем редактор, открываем карту которую только что сохранили, &lt;br /&gt; выбираем нужный нам объект, нажимаем CTRL+C (если несколько то зажав CTRL выбираем несколько), открываем наш проект (карту, на которую хотите поставить скопированные объекты) и в любом месте жмете CTRL+V, далее располагаете вставленные объекты как вам угодно. &lt;br /&gt;&lt;br /&gt; &lt;i&gt;ПРИМЕЧАНИЕ: &lt;br /&gt; Второй метод не всегда уместен, иногда не самый лучший вариант сохранять карту, если вы на ней будете играть, потомучто Вам придется скачивать ее по новой с сервера при подключении. &lt;br /&gt;&lt;br /&gt; По этому первый вариант самый лучший, но при этом, нужно будет вставлять и используемые пакеты текстур / статиков в архив с картой, например если вы используете объекты из пакета Example, то в конце, нужно будет создать папку Static Meshes, скопировать туда этот пакет. &lt;br /&gt; --- &lt;br /&gt; При создании пакетов с объектами, необходимы пакеты с текстурами. &lt;br /&gt; он этом чуть позже. &lt;br /&gt; --- &lt;br /&gt; На многих кастомных картах, объекты уже вставлены в пакет MyLevel (его не нужно вставлять в архив с картой, это пакет вшитый в карту) остается лишь скопировать их и сохранить карту.&lt;/i&gt; &lt;br /&gt; Решил поделится простым способом.&lt;/span&gt; &lt;br /&gt;&lt;br /&gt; &lt;i&gt;&lt;a class=&quot;link&quot; href=&quot;http://u.to/DfZRAw&quot; title=&quot;http://proton-net.com/forums/viewtopic.php?p=102737#p102737&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Ссылка на оригинал&lt;/a&gt;&lt;/i&gt; &lt;br /&gt;&lt;br /&gt; &lt;b&gt;by UltraKill*&lt;/b&gt;&lt;/span&gt;&lt;b&gt;&lt;/b&gt;</content:encoded>
			<category>[TUTORIAL] MAPPING IN KILLING FLOOR</category>
			<dc:creator>UltraKill</dc:creator>
			<guid>https://ultramodding.ucoz.com/forum/11-42-1</guid>
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			<title>СОЗДАНИЕ / НАСТРОЙКА ТЕЛЕПОРТЕРОВ В KILLING FLOOR SDK.</title>
			<link>https://ultramodding.ucoz.com/forum/11-41-1</link>
			<pubDate>Mon, 22 Apr 2013 21:21:17 GMT</pubDate>
			<description>Forum: &lt;a href=&quot;https://ultramodding.ucoz.com/forum/11&quot;&gt;[TUTORIAL] MAPPING IN KILLING FLOOR&lt;/a&gt;&lt;br /&gt;Thread description: RUSSIAN GUIDE&lt;br /&gt;Thread starter: UltraKill&lt;br /&gt;Last message posted by: UltraKill&lt;br /&gt;Number of replies: 0</description>
			<content:encoded>СОЗДАНИЕ / НАСТРОЙКА ТЕЛЕПОРТЕРОВ В KILLING FLOOR SDK. &lt;br /&gt;&lt;br /&gt; 1. Открываем нужную карту. &lt;br /&gt; 2. Жмем на кнопку &quot;Actor Browser&quot;. &lt;br /&gt; &lt;img src=&quot;http://imageshack.us/a/img197/986/40360893.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 3. Выбираем вкладку &quot;Navigation point&quot; &lt;br /&gt; 4. Ставим нужный тип Телепортеров (KFTraderTeleporter это телерепортер от торговца) &lt;br /&gt; &lt;img src=&quot;http://img715.imageshack.us/img715/5849/26887753.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 5. Жмем Правый клик в нужном месте на карте, затем &quot;Add KFTeleporter Here&quot; &lt;br /&gt; &lt;img src=&quot;http://img812.imageshack.us/img812/7271/74230198.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; (раскидать 2 телепортера в разных концах карты к примеру) &lt;br /&gt; 6. Открываем &quot;Proprietes&quot; Второго. телепортера, вкладка &quot;Event&quot; ставим Tag (к примеру TestTeleport1), это путь где появится игрок зашедший в телепортер. &lt;br /&gt; &lt;img src=&quot;http://img266.imageshack.us/img266/9104/26073689.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt; 7. Открываем &quot;Proprietes&quot; Первого. телепортера, открываем вкладку &quot;Teleporter&quot; , затем в &quot;URL&quot; пишем Tag который написали в Втором телепортере, то-есть &quot;TestTeleport1&quot;. &lt;br /&gt; &lt;img src=&quot;http://img715.imageshack.us/img715/5164/95648057.png&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt;&lt;br /&gt; &lt;i&gt;Принцип Телепортеров: &lt;br /&gt; Первый актор телепортирует по Tag-у, ко второму. &lt;br /&gt; Если на втором тоже стоит какой-либо URL, на первый, то можно сделать телепортер в 2 конца (с точки А в точку Б и с точки Б в точку А, по тому же пути.) &lt;br /&gt; В уроке присудствует карта, с телепортерами, в оба конца, и стандартные, в один конец. &lt;br /&gt;&lt;br /&gt; Скачать Карту можно отсюда: &lt;br /&gt; &lt;a class=&quot;link&quot; href=&quot;http://u.to/5fVRAw&quot; title=&quot;http://www.mediafire.com/?itxtnd54w31s8tn&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;http://www.mediafire...itxtnd54w31s8tn&lt;/a&gt;&lt;/i&gt; &lt;br /&gt;&lt;br /&gt; Так-же есть другие способы телепортировать игроков / мутантов, при помощи триггеров, но об этом чуть позже.</content:encoded>
			<category>[TUTORIAL] MAPPING IN KILLING FLOOR</category>
			<dc:creator>UltraKill</dc:creator>
			<guid>https://ultramodding.ucoz.com/forum/11-41-1</guid>
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			<title>How To Optimize Your Map</title>
			<link>https://ultramodding.ucoz.com/forum/11-40-1</link>
			<pubDate>Thu, 04 Apr 2013 12:59:35 GMT</pubDate>
			<description>Forum: &lt;a href=&quot;https://ultramodding.ucoz.com/forum/11&quot;&gt;[TUTORIAL] MAPPING IN KILLING FLOOR&lt;/a&gt;&lt;br /&gt;Thread starter: UltraKill&lt;br /&gt;Last message posted by: UltraKill&lt;br /&gt;Number of replies: 0</description>
			<content:encoded>This thread is to give mappers tips on making faster running maps. If you have anymore suggestions, please post below &lt;br /&gt;&lt;br /&gt; ----------------------------------------------------------------------- &lt;br /&gt; Ways to Optimize Your Map &lt;br /&gt;&lt;br /&gt; 1: Add cull distance to meshes and emitters &lt;br /&gt;&lt;br /&gt; 2: Put No collision on complex meshes, or even simple ones. Then add a blocker around them &lt;br /&gt;&lt;br /&gt; 3A: Convert Solid brushes to mesh, then add no collision &lt;br /&gt;&lt;br /&gt; OR &lt;br /&gt;&lt;br /&gt; 3B: Right click your solid brushes (Blue) goto Type&gt; Non-Solid NOTE: Only works on solid brushes &lt;br /&gt;&lt;br /&gt; 4: Zone Portals &lt;br /&gt;&lt;br /&gt; 5: Add anti portals inside walls &lt;br /&gt;&lt;br /&gt; 6: Open up the Mesh browser, for your meshes, select the mesh, then, (up top of the window) Collision Tools&gt; Fit 6-DOP &lt;br /&gt;&lt;br /&gt; 7: All surfaces unseen by player, Goto properties (F5) and set Unlit &lt;br /&gt;&lt;br /&gt; 8: All surfaces unseen by player, Set the texture to a solid black texture &lt;br /&gt;&lt;br /&gt; 9: Reduce the MaxParticles in your emitters. (F4) &gt; Emitter &gt; General &gt; MaxParticles &lt;br /&gt;&lt;br /&gt; 10: Com-pres Lights to Dxt-1 Goto your build options, and under lights, select Dxt-1 then build all in that window &lt;br /&gt;&lt;br /&gt; 11: Set all complex terrain items (aka: groups of trees, grass, bushes) to a deco layer &lt;br /&gt;&lt;br /&gt; 12: Set bshadowcast to False on meshes that dont require a shadow &lt;br /&gt;&lt;br /&gt; 13: DONT FORGET TO USE THE DEPTH COMPLEXITY VIEW (3D Window) Anything red is laggy &lt;br /&gt;&lt;br /&gt; ------------------------------------------------------------------------------------------------------------ &lt;br /&gt;&lt;br /&gt; How to convert complex brushes to mesh &lt;br /&gt;&lt;br /&gt; Note: It is easier to select your brushes, then copy and paste into a new map &lt;br /&gt;&lt;br /&gt; Also note: I refer to the group of brushes that you want to convert as an object. &lt;br /&gt;&lt;br /&gt; Step 0: Make sure you object is suspended in mid air &lt;br /&gt;&lt;br /&gt; Step 1: Take your builder brush (red brush) and cover the tops bottoms and sides of your &quot;object&quot; &lt;br /&gt;&lt;br /&gt; Step 2: Once the Brush is completely covering the object, press the intersect button (its below add) &lt;br /&gt;&lt;br /&gt; Step 3: Make sure you click one of the corners so you have a pivot point &lt;br /&gt;&lt;br /&gt; Step 4: Right click the brush tool (which is now in the form of your object) and select Convert &gt; StaticMesh &lt;br /&gt;&lt;br /&gt; Step 5: Package: MyLevel &lt;br /&gt; ------- Group: Whatever &lt;br /&gt; ------- Name: TheMeshIMade &lt;br /&gt; ------- &lt;br /&gt; Step 6: Goto your static mesh browser, your mesh is in the MyLevel group (Pull down tab) &lt;br /&gt;&lt;br /&gt; ------------------------------------------------------------------------------------------------------------- &lt;br /&gt;&lt;br /&gt; How to make custom collision for complex objects &lt;br /&gt;&lt;br /&gt; For complex collision meshes, you can edit the collision brush. &lt;br /&gt;&lt;br /&gt; A- Right click 3d window&gt; view&gt; collision &lt;br /&gt;&lt;br /&gt; B- Position the builder brush (red brush) where you want the collision to be for that mesh &lt;br /&gt;&lt;br /&gt; C- Select the builder brush, and the mesh. Right click(mesh)&gt; Save brush as collision &lt;br /&gt;&lt;br /&gt; D- This will remake the collision for this object, so you can make a simple collision brush, instead of a complex many angle collision &lt;br /&gt;&lt;br /&gt; E- Dont forget to do number 6 up top</content:encoded>
			<category>[TUTORIAL] MAPPING IN KILLING FLOOR</category>
			<dc:creator>UltraKill</dc:creator>
			<guid>https://ultramodding.ucoz.com/forum/11-40-1</guid>
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			<title>[DA2] Basic Mapping Tutorial</title>
			<link>https://ultramodding.ucoz.com/forum/11-39-1</link>
			<pubDate>Thu, 04 Apr 2013 12:58:10 GMT</pubDate>
			<description>Forum: &lt;a href=&quot;https://ultramodding.ucoz.com/forum/11&quot;&gt;[TUTORIAL] MAPPING IN KILLING FLOOR&lt;/a&gt;&lt;br /&gt;Thread starter: UltraKill&lt;br /&gt;Last message posted by: UltraKill&lt;br /&gt;Number of replies: 0</description>
			<content:encoded>In this basic tutorial I will explain step by step how to make your own Defence Alliance 2 map. It is required that you know the basics of level design in order to follow this tutorial. &lt;br /&gt;&lt;br /&gt; I&apos;ve already made a simple level, where I plan to have one destroyable objective. I will also place serveral actors in which I let bots defend and make a turret. And finally I will place a defensive turret in my level. &lt;br /&gt;&lt;br /&gt; &lt;Download example map from the attachment&gt; &lt;br /&gt;&lt;br /&gt; &lt;a class=&quot;link&quot; href=&quot;http://u.to/uw4vAw&quot; title=&quot;http://img31.imageshack.us/img31/6725/11186375.jpg&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img8.imageshack.us/img8/8074/86770867.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt; &lt;br /&gt;&lt;br /&gt; &lt;span style=&quot;color:Red&quot;&gt;TeamConfig&lt;/span&gt; &lt;br /&gt;&lt;br /&gt; We will begin with the TeamConfig actors. These will determine how many turrets and ammoboxes a team can built. &lt;br /&gt; We have to place two TeamConfig actors, for each team. We have to set the team numbers for each actor, by default they are defenders. So in the first actor we have to change the turret limits and bot behaviour to Defend. In the second one we only have to change the team number to 1. &lt;br /&gt;&lt;br /&gt; Team 0 = Defenders &lt;br /&gt; Team 1 = Attackers &lt;br /&gt;&lt;br /&gt; &lt;a class=&quot;link&quot; href=&quot;http://u.to/wA4vAw&quot; title=&quot;http://img714.imageshack.us/img714/1544/teamconfig.jpg&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img685.imageshack.us/img685/7010/teamconfig2s.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt; &lt;br /&gt;&lt;br /&gt; &lt;span style=&quot;color:red&quot;&gt;Objective&lt;/span&gt; &lt;br /&gt;&lt;br /&gt; Now that we have deterimed what team will attack and defend (ps.teams cannot be switched around), we will add our Objective. As I said in the introduction, I have chosen for a destroyable Objective, but it&apos;s also possible to add a switch or an area that needs to be reached by the attackers. &lt;br /&gt;&lt;br /&gt; &lt;a class=&quot;link&quot; href=&quot;http://u.to/ww4vAw&quot; title=&quot;http://img855.imageshack.us/img855/7031/obj4.jpg&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img26.imageshack.us/img26/8017/obj4s.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt; &lt;br /&gt;&lt;br /&gt; By default the static mesh will be a switch when you first place it, I have changed it into an oil tower. When rebuilding our map, i&apos;ve received an error that our Objective is not on a valid base. This means that the collision circle isn&apos;t in touch with the ground. We have to change the PrePivot in order to fix this issue. &lt;br /&gt;&lt;br /&gt; &lt;a class=&quot;link&quot; href=&quot;http://u.to/vQ4vAw&quot; title=&quot;http://img197.imageshack.us/img197/3522/obj3.jpg&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img834.imageshack.us/img834/8509/obj3s.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt; &lt;br /&gt;&lt;br /&gt; When we rebuild our map now, it doesn&apos;t give any errors. We now have to set the health of the Objective, I&apos;ve changed it to a 1000 health. &lt;br /&gt;&lt;br /&gt; &lt;a class=&quot;link&quot; href=&quot;http://u.to/vw4vAw&quot; title=&quot;http://img835.imageshack.us/img835/3193/obj2.jpg&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img560.imageshack.us/img560/2959/obj2s.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt; &lt;br /&gt;&lt;br /&gt; Finally we can set this Objective as win. This means that when this Objective has been accomplished, the game will end. In every map it is required that you have atleast one Objective that wins the game. We can also set a value for BonusTime. When this Objective has been accomplished, this time will be added to the clock, and will give the attackers more time to get to the following objectives. &lt;br /&gt;&lt;br /&gt; Under MUB, Mission Update B.. (I forgot), we can set a message that will be shown to the defenders and attackers when this objective has been accomplished. &lt;br /&gt;&lt;br /&gt; When you have multiple Objectives, you have to change the DefensePriority in +GameObjective. The first objective will start with the lowest priority, for instance we have four objectives, then the first objective has DefensePriority 3, the second: 2, etc and then the final Objective has 0. &lt;br /&gt;&lt;br /&gt; In the GameObjective tab, we can also set the score that the attacker will receive when he accomplishes this Objective. &lt;br /&gt; And the name of the Objective, which will be shown in the HUD. &lt;br /&gt;&lt;br /&gt; Finally we have to set the &lt;span style=&quot;color:Red&quot;&gt;DefenseScript&lt;/span&gt; here, which we will talk about next.  &lt;br /&gt;&lt;br /&gt; &lt;a class=&quot;link&quot; href=&quot;http://u.to/vA4vAw&quot; title=&quot;http://img171.imageshack.us/img171/6773/objwin.jpg&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img221.imageshack.us/img221/9614/objwins.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt; &lt;br /&gt;&lt;br /&gt; We can now also give the Objective an Event. With this event you can trigger a series of other actors, like TriggeredPlayerstarts, so the attackers can spawn at this objective.  &lt;br /&gt; We give this Objective the following event: first_objective. &lt;br /&gt;&lt;br /&gt; &lt;a class=&quot;link&quot; href=&quot;http://u.to/wQ4vAw&quot; title=&quot;http://img97.imageshack.us/img97/9203/objw.jpg&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img15.imageshack.us/img15/7057/objs.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt; &lt;br /&gt;&lt;br /&gt; &lt;span style=&quot;color:red&quot;&gt;DefenseScript&lt;/span&gt; &lt;br /&gt;&lt;br /&gt; We can now place actors which let defenders stand at. These are called UnrealScriptedSequence. They are already setup, so you only have to place them in the map, and change it&apos;s Tag. We gave it the same name as the objective: first_objective, this has to be entered at the GameObjective tab in the properties of the Objective, like we just talked about. &lt;br /&gt;&lt;br /&gt; You can also change the time the defender has to stand at this actor and a certain other options, which I won&apos;t go into detail in this tutorial. &lt;br /&gt;&lt;br /&gt; &lt;a class=&quot;link&quot; href=&quot;http://u.to/wg4vAw&quot; title=&quot;http://img233.imageshack.us/img233/5645/aiscript.jpg&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img36.imageshack.us/img36/6514/aiscripts.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt; &lt;br /&gt;&lt;br /&gt; &lt;span style=&quot;color:red&quot;&gt;BuildBeacon&lt;/span&gt; &lt;br /&gt;&lt;br /&gt; To let the defending bots built structures, like turrets or ammoboxes. We have to place a builtBeacon somewhere we thing would fit. We first have to get the object name, that is given to the Objective, we want the defending bots to built their turret at. In our case it&apos;s called: &quot;da_objective_destroyable0&quot; &lt;br /&gt;&lt;br /&gt; &lt;a class=&quot;link&quot; href=&quot;http://u.to/xA4vAw&quot; title=&quot;http://img221.imageshack.us/img221/1171/buildbeacon1.jpg&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img705.imageshack.us/img705/2919/buildbeacon1s.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt; &lt;br /&gt;&lt;br /&gt; After placing our builtBeacon, we then have to type at Objective: &quot;da_objective_destroyable0&quot;, and it will automaticly change to &quot;da_objective_destroyable,mylevel.objectivedestroy able0&quot;. We can also choose if we want it to built a random structure there. But in our case we will let it at False, and select a turret from the dropdown list. &lt;br /&gt; You can then also set the suggestbuilt, which determines the priority which turret should be built first (0 has most priority) And finally we have to set the team. (Team 0 = Defenders, Team 1 = Attackers) &lt;br /&gt;&lt;br /&gt; &lt;a class=&quot;link&quot; href=&quot;http://u.to/vg4vAw&quot; title=&quot;http://img263.imageshack.us/img263/7726/buildbeacon.jpg&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img832.imageshack.us/img832/583/buildbeacons.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt; &lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;i&gt;&lt;span style=&quot;color:#ffff00&quot;&gt;&lt;span style=&quot;font-family:Geneva&quot;&gt;&lt;span style=&quot;font-size:12pt;&quot;&gt;by Dest&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/i&gt;&lt;/b&gt;</content:encoded>
			<category>[TUTORIAL] MAPPING IN KILLING FLOOR</category>
			<dc:creator>UltraKill</dc:creator>
			<guid>https://ultramodding.ucoz.com/forum/11-39-1</guid>
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			<title>Killing Floor SDK and Mapping Guide</title>
			<link>https://ultramodding.ucoz.com/forum/11-38-1</link>
			<pubDate>Thu, 04 Apr 2013 12:57:01 GMT</pubDate>
			<description>Forum: &lt;a href=&quot;https://ultramodding.ucoz.com/forum/11&quot;&gt;[TUTORIAL] MAPPING IN KILLING FLOOR&lt;/a&gt;&lt;br /&gt;Thread starter: UltraKill&lt;br /&gt;Last message posted by: UltraKill&lt;br /&gt;Number of replies: 0</description>
			<content:encoded>&lt;b&gt;You can download the Killing Floor SDK from the Tools section in Steam.&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; The official SDK and mapping guide for Killing Floor is now available! The guide can be found in: &lt;br /&gt;&lt;br /&gt; &lt;b&gt;&amp;#92;Steam&amp;#92;steamapps&amp;#92;common&amp;#92;killingfloor&amp;#92;MappingGuide&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; And the SDK can be found in the Tools section in Steam. You can also launch it from your system folder: &lt;br /&gt;&lt;br /&gt; &lt;b&gt;&amp;#92;Steam&amp;#92;steamapps&amp;#92;common&amp;#92;killingfloor&amp;#92;System&amp;#92;KFEd.exe&lt;/b&gt;</content:encoded>
			<category>[TUTORIAL] MAPPING IN KILLING FLOOR</category>
			<dc:creator>UltraKill</dc:creator>
			<guid>https://ultramodding.ucoz.com/forum/11-38-1</guid>
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			<title>How To Make A Story Map</title>
			<link>https://ultramodding.ucoz.com/forum/11-37-1</link>
			<pubDate>Thu, 04 Apr 2013 12:54:26 GMT</pubDate>
			<description>Forum: &lt;a href=&quot;https://ultramodding.ucoz.com/forum/11&quot;&gt;[TUTORIAL] MAPPING IN KILLING FLOOR&lt;/a&gt;&lt;br /&gt;Thread starter: UltraKill&lt;br /&gt;Last message posted by: UltraKill&lt;br /&gt;Number of replies: 0</description>
			<content:encoded>Hey guys! &lt;br /&gt;&lt;br /&gt; So as some of you are aware I&apos;ve been developing a &lt;a class=&quot;link&quot; href=&quot;http://u.to/Kw4vAw&quot; title=&quot;http://forums.tripwireinteractive.com/showthread.php?t=77663&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Story&lt;/a&gt; gametype for Killing Floor. It dawned on me that there&apos;s currently no documentation on how to actually use this mode in a map. So i&apos;m here to shed a little light on that &lt;img src=&quot;http://forums.tripwireinteractive.com/images/smilies/smile.gif&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; Please note - this is not an unreal mapping tutorial. I am assuming that if you are reading this you already understand the basics of using the editor and putting a level together (bsp, playerstarts, etc) &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;b&gt;Things you&apos;ll need :&lt;/b&gt;&lt;/div&gt; &lt;br /&gt;&lt;br /&gt; 1. The StoryMode code/content. you can find the latest version in &lt;a class=&quot;link&quot; href=&quot;http://u.to/Kw4vAw&quot; title=&quot;http://forums.tripwireinteractive.com/showthread.php?t=77663&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;this&lt;/a&gt; thread. Extract it to your root KillingFloor folder. &lt;br /&gt;&lt;br /&gt; 2. You&apos;ll need to modify your KillingFloor.ini file to get it to load the story scripts in the editor. To do this, open up the afformentioned file and scroll to the &apos;editPackages&apos; section (beneath Editor.EditorEngine) You should add an entry for KFStoryGame. it would look like so : &lt;br /&gt;&lt;br /&gt; Code: &lt;br /&gt; &lt;b&gt;EditPackages=KFStoryGame&lt;/b&gt; &lt;br /&gt; Last step would be to delete your &apos;User.ini&apos; file (after making sure the DefUser.ini from the StoryMode zip file is in your system folder. This will enable key-binds necessary for story mode. &lt;br /&gt;&lt;br /&gt; Done all that? Alright! You&apos;re now ready to start story mapping! &lt;img src=&quot;http://forums.tripwireinteractive.com/images/smilies/biggrin.gif&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt;&lt;br /&gt; &lt;b&gt;&lt;div align=&quot;center&quot;&gt;The main components of a story mission&lt;/div&gt;&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; Story mission gameplay is built using several different actors to create a web of conditions and events that can tell the game when to spawn enemies, open doors, save player progress, and so on . The main actors you will be using in your missions are as follows : &lt;br /&gt; &lt;ul&gt;&lt;li&gt;KF_StoryCheckPointVolume &lt;br /&gt; &lt;li&gt;KF_StoryZombieVolume &lt;br /&gt; &lt;li&gt;KF_StoryObjective &lt;br /&gt; &lt;li&gt;KF_LevelRules_Story &lt;br /&gt; &lt;/ul&gt; &lt;br /&gt;&lt;br /&gt; &lt;b&gt;KF_StoryObjective&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; This is the most important component of a story mission as it defines what a player&apos;s goals are and what is required of him to complete the mission (or fail it). Every story map should have &lt;b&gt;at least one&lt;/b&gt; of these actors. You can find them in the actor browser under &apos;navigation point&apos; &lt;br /&gt;&lt;br /&gt; &lt;b&gt;KF_LevelRules_Story&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; This actor defines some broad gameplay rules in your map . Things like the maximum number of zombies that are allowed at once... or the amount of cash players lose when they die. Every map should have &lt;b&gt;ONE&lt;/b&gt; of these actors, no more. &lt;br /&gt;&lt;br /&gt; &lt;b&gt;KF_StoryCheckPointVolume&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; This volume is used to save players progress as they work their way through the mission. If they die, they will respawn from the last activated checkpoint, and the game state will reset itself to closely resemble what it was at the time that checkpoint was reached. Most story maps will have multiple checkpoints. Note that it is possible to stack checkpoint volumes on top of one another, if you want to save progress without having players actually move through the level. More on that later. &lt;br /&gt;&lt;br /&gt; &lt;b&gt;KF_StoryZombieVolume&lt;/b&gt; &lt;br /&gt;&lt;br /&gt; This one should be fairly self explanatory. It is a modified version of the default &apos;ZombieVolume&apos; used in the Vanilla KF Game mode, with additional features to give level designers control over when and how zombies should spawn. &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;b&gt;Creating a Simple Mission&lt;/b&gt;&lt;/div&gt; &lt;br /&gt; Now that I&apos;ve covered the boring stuff, i&apos;m going to skip right ahead to practical application of these actors. We&apos;re going to be putting together a simple map with a type of gameplay quite similar to the regular KF survival GameType. The twist is - As you defeat specimens new areas of the map will unlock and you will have to progress through each area to the final one before you can win. &lt;br /&gt;&lt;br /&gt; Let&apos;s get started &lt;img src=&quot;http://forums.tripwireinteractive.com/images/smilies/biggrin.gif&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;a class=&quot;link&quot; href=&quot;http://u.to/Jw4vAw&quot; title=&quot;http://imageshack.us/f/233/storytut1.jpg/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img233.imageshack.us/img233/3048/storytut1.th.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt; &lt;br /&gt; This is the map you will be making&lt;/div&gt; &lt;br /&gt; This tutorial map is very simple. it is 3 long corridors separated by doors. Players spawn at one end and progress to the other end. The doors unlock as each &apos;wave&apos; is completed. All of which is triggered by the Objectives you will be placing. &lt;br /&gt;&lt;br /&gt; The very first step in making a story map should be to place a starting checkpoint. You must ensure that there is at least one playerstart inside any checkpoint you place or it will not function correctly. In my example, I have added six (because it is the KF max player count). &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;a class=&quot;link&quot; href=&quot;http://u.to/LA4vAw&quot; title=&quot;http://imageshack.us/photo/my-images/12/storytut2.jpg/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img12.imageshack.us/img12/679/storytut2.th.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt;&lt;/div&gt; &lt;br /&gt; Next you need to adjust a few properties. in the &apos;StoryCheckPoint&apos; rollout, set &apos;bStartEnabled&apos; to true , and then give the checkpoint a name. bStartEnabled means that when the match begins your team will spawn at one of the playerstarts inside the checkpoint volume. If your team dies, it will restart from that spot. Each story map should only have *one* checkpoint marked bStartEnabled, otherwise the game will get confused about where to place you. &lt;br /&gt;&lt;br /&gt; The next step is to add a levelRules actor. Story maps require these to work correctly. You can find this actor here :Code: &lt;br /&gt; Info--&gt;LevelGameRules--&gt;KFSPLevelInfo----&gt;KFLevelRules_Story &lt;br /&gt; The level rules actor has a bunch of cool properties, but the most important one by far is the &apos;Objectives&apos; tab. Open that one up and you will see an empty array. This is where you will be setting up a list of all the objectives in your map and the order they must be completed in. An Objective at index 0 is to be completed before an objective and index 1, for example. &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;a class=&quot;link&quot; href=&quot;http://u.to/KQ4vAw&quot; title=&quot;http://imageshack.us/photo/my-images/705/storytut3.jpg/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img705.imageshack.us/img705/600/storytut3.th.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt;&lt;/div&gt; &lt;br /&gt; This map will have seven objectives. They should proceed in a similar order to what I show in the above screenshot, with a wave timer followed by a wave, followed by a progression into the next area. &lt;br /&gt;&lt;br /&gt; So let&apos;s take a look at the very first objective in that list - &apos;WaitForWave1&apos; &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;a class=&quot;link&quot; href=&quot;http://u.to/LQ4vAw&quot; title=&quot;http://imageshack.us/photo/my-images/41/storytut4.jpg/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img41.imageshack.us/img41/7751/storytut4.th.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt;&lt;/div&gt; &lt;br /&gt; The first thing you will notice is that there are *alot* of properties in objective actors. Don&apos;t worry about it. 90% of them won&apos;t apply to the objective you are making. I have highlighted the key ones in Red. ObjectiveName is important because this is how the LevelRules actor identifies it and puts it in the Objective que. Whatever you enter for &apos;ObjectiveName&apos; *must* match what you put in the LevelRules , or it won&apos;t work. &lt;br /&gt;&lt;br /&gt; The next important property would be the &apos;SuccessCondition&apos;. This is what determines how this objective must be completed. For our &apos;WaitForWave1&apos; objective, it&apos;s nothing too complex - We just want abit of time to pass before the first wave begins, so we set the Success condition to OBJ_Timed, and the duration to 10 seconds (in the OBJ_Timed rollout). &lt;br /&gt;&lt;br /&gt; Next, note the &apos;SuccessAction&apos;. This is what tells the game what should happen when this objective has been completed. The default behavior is to just proceed to the next objective on the level rules list. We&apos;ll leave that unchanged because the next objective is the first specimen wave, and we want it to start immediately once the time is up. &lt;br /&gt;&lt;br /&gt; Finally, there is the &apos;HUD&apos; rollout. This is not crucial, but it provides the player with some idea of what the objective is all about, so it would be a good idea to fill it in. Here&apos;s how I set mine up : &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;a class=&quot;link&quot; href=&quot;http://u.to/Ig4vAw&quot; title=&quot;http://imageshack.us/photo/my-images/140/storytut6.jpg/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img140.imageshack.us/img140/2439/storytut6.th.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt;&lt;/div&gt; &lt;br /&gt; So after all that, here&apos;s how the first objective would look when we start the mission up. &lt;br /&gt;&lt;br /&gt; Alright, so that&apos;s it for the timer - But now we need to figure out how to spawn some zombies and start the &apos;wave&apos; for real. &lt;br /&gt;&lt;br /&gt; To do this, we first need to place a KF_StoryZombieVolume. &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;a class=&quot;link&quot; href=&quot;http://u.to/Lg4vAw&quot; title=&quot;http://imageshack.us/photo/my-images/718/storytut7.jpg/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img718.imageshack.us/img718/8374/storytut7.th.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt;&lt;/div&gt; &lt;br /&gt; Again, lots of properties here. By default any zombie volume you place will just spit out zombies automatically. to prevent this, you need to set &apos;bTimerStartsDisabled&apos; so that it can be activated at an opportune time. The &apos;SpawnTypes&apos; array controls the type of ZED this volume spits out, and the chance of it being one type of ZED or another. I won&apos;t get into that in too much detail ... suffice it to say, you need *something* in there for the volume to spawn. &lt;br /&gt;&lt;br /&gt; Next , take a look at the &apos;Tag&apos; and &apos;ZombieEvent&apos; properties in the Events rollout. These are very important. To get your volume to start/stop spawning zombies you need to trigger it &amp; that&apos;s what the tag is for. The &apos;ZombieEvent&apos; is an event any Zombie spawned by this volume fires off when he dies. We will be using this event to increment our second Objective, a way of letting it know that we&apos;re killing stuff and completing our goal. &lt;br /&gt;&lt;br /&gt; Speaking of that second objective - Let&apos;s take a look at how it&apos;s set up. &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;a class=&quot;link&quot; href=&quot;http://u.to/Jg4vAw&quot; title=&quot;http://imageshack.us/photo/my-images/708/storytut9.jpg/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img708.imageshack.us/img708/5019/storytut9.th.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt;&lt;/div&gt; &lt;br /&gt; Our &apos;SuccessCondition&apos; for this objective is a &apos;Counter&apos;. Counters are used for ... you guessed it, counting. Each time an objective with that type of success condition is triggered, it will increment the counter by one. So we match the tag of our counter objective with the &apos;ZombieEvent&apos; property from our ZombieVolume ... and suddenly, killing zombies will bring us closer to completing this objective. &lt;br /&gt;&lt;br /&gt; The Objective Events tab is also relevant here. There are separate arrays of events you can fire off at different times. the &apos;Activation Events&apos; array is fired off at the moment when that objective becomes your goal in the mission. The Completion events fire off when the objective is successfully finished. As you can see, &apos;Wave1Zombies&apos; (the tag from our zombie volume) has been added to both arrays. This means that when the Counter objective starts, it will activate the Zombie volume, and when it finishes it will shut the Zombie volume off. &lt;br /&gt;&lt;br /&gt; Here is how the finished result looks in-game. &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;a class=&quot;link&quot; href=&quot;http://u.to/Iw4vAw&quot; title=&quot;http://imageshack.us/photo/my-images/824/storytut8.jpg/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img824.imageshack.us/img824/8009/storytut8.th.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt;&lt;/div&gt; &lt;br /&gt; I&apos;m going to skip over the part about the Door Movers , because I&apos;m sure everyone here knows how those work. The Completion event from our counter objective causes the door to lower so you can move to the next area. &lt;br /&gt;&lt;br /&gt; Which brings us to the next Objective in the list &apos;GoToNextRoom&apos;. This objective has a &apos;Triggered&apos; Success condition - which means that it will be considered complete whenever it is the recipient of an event. We will be using a second Checkpoint volume in the next room to fire off that event and tell the game that all the players are inside. &lt;br /&gt;&lt;br /&gt; This is how the second checkpoint in the map looks : &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;a class=&quot;link&quot; href=&quot;http://u.to/KA4vAw&quot; title=&quot;http://imageshack.us/photo/my-images/822/storytut10.jpg/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img822.imageshack.us/img822/3268/storytut10.th.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt;&lt;/div&gt; &lt;br /&gt; As you can see it spans the entire length of the corridor. This was intentional. When you enter the second room the door will close behind you so you can&apos;t escape the next wave. But in a multiplayer game it would be possible for one player to enter the next room while the rest of his team stayed in the first room. They would then be locked out. That&apos;s where the large volume size and &apos;bRequiresWholeTeam&apos; flag comes in handy. A checkpoint with that flag will not activate until all living members of a team are inside the volume&apos;s bounds. &lt;br /&gt;&lt;br /&gt; When everyone is safely inside the second checkpoint&apos;s bounds, it will activate and trigger the event &apos;GoToSecondAreaObj&apos; (this is GoToNextRoom&apos;s tag). At this point the team&apos;s progress will have been saved (if they die they will now restart from this checkpoint, not the starting one) and the next wave timer objective will be starting its countdown in preparation for the second attack. &lt;br /&gt;&lt;br /&gt; The methods I have been describing are more or less duplicated in the final corridor of the map, so I won&apos;t go into much detail on that. There is one notable difference however. &lt;br /&gt;&lt;br /&gt; With the final wave, I wanted to add abit more difficulty (other than including harder zeds) so I added a &apos;FailureCondition&apos; to the final wave&apos;s counter objective. Failure conditions are the counterparts to Success Conditions. Essentially, they represent a way in which the player can screw up an objective. A common FailureCondition is a Time Limit. I decided that for the Final wave players would have to kill 60 Specimens in 60 seconds, or they would fail the entire objective and be forced to restart from the last checkpoint! &lt;br /&gt;&lt;br /&gt; Here is how the failure condition looks for the final wave objective &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;a class=&quot;link&quot; href=&quot;http://u.to/JA4vAw&quot; title=&quot;http://imageshack.us/photo/my-images/137/storytut11.jpg/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img137.imageshack.us/img137/2002/storytut11.th.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt;&lt;/div&gt; &lt;br /&gt; It is important to note that Objectives &lt;b&gt;do not&lt;/b&gt; need to have Failure conditions. In fact, most of the objectives in the maps you create probably won&apos;t. It&apos;s simply a way of putting abit of additional pressure on players and possibly creating a more interesting type of objective. Failure conditions and Success conditions can be mixed and matched without any problem. The only exception is that you can&apos;t have a TimeLimit failure condition with a Timed Success condition. I hope it&apos;s obvious why that wouldn&apos;t work :P &lt;br /&gt;&lt;br /&gt; Here is how the final objective looks (with failure condition) in-game &lt;br /&gt;&lt;br /&gt; &lt;div align=&quot;center&quot;&gt;&lt;a class=&quot;link&quot; href=&quot;http://u.to/JQ4vAw&quot; title=&quot;http://imageshack.us/photo/my-images/98/storytut12.jpg/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://img98.imageshack.us/img98/3640/storytut12.th.jpg&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt;&lt;/a&gt;&lt;/div&gt; &lt;br /&gt; When the last objective in the level rules list is completed, the game will end in victory. Unless that objective is not marked MissionCritical, or it has a SuccessAction of DoNothing. As you will probably notice (if you manage to kill 60 zombies in 60 seconds!) you will win the mission. &lt;br /&gt;&lt;br /&gt; Anyway, I hope that all made some sense and I am really looking forward to seeing what kind of cool story maps you guys can come up with using these methods. If anyone has any questions at all, don&apos;t hesitate to add me on Skype (A_Jim_Quick) or leave a post either here, or in the main story mode thread. The more feedback I get and the more people who use my code in their maps, the more awesome I can make it &lt;img src=&quot;http://forums.tripwireinteractive.com/images/smilies/smile.gif&quot; border=&quot;0&quot; alt=&quot;&quot;/&gt; &lt;br /&gt;&lt;br /&gt; Note : You can find the map used in this tutorial in the latest story mode .zip file over &lt;a class=&quot;link&quot; href=&quot;http://u.to/Kw4vAw&quot; title=&quot;http://forums.tripwireinteractive.com/showthread.php?t=77663&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;here&lt;/a&gt; &lt;br /&gt;&lt;br /&gt; it is called : &quot;KFS-TestmapB&quot; ( super imaginative, I know)</content:encoded>
			<category>[TUTORIAL] MAPPING IN KILLING FLOOR</category>
			<dc:creator>UltraKill</dc:creator>
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