https://wiki.tripwireinteractive.com/api.php?action=feedcontributions&user=Alex+KF&feedformat=atomTripwire Interactive Wiki - User contributions [en]2024-03-29T06:00:51ZUser contributionsMediaWiki 1.40.0https://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5502Objective Mode (Killing Floor)2013-11-12T19:49:29Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
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[[File:ObjectiveModeHeader.jpg |left|x200px|left|x200px|]]<br />
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== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
<br />
[[File:LevelRules.png |left|text-bottom|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
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{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5501Objective Mode (Killing Floor)2013-11-12T19:49:03Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
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[[File:ObjectiveModeHeader.jpg |left|x200px|left|x200px|]]<br />
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{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
<br />
[[File:TutorialListBG.jpg |left|x400px|left|x400px|]]<br />
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[[File:LevelRules.png |left|text-bottom|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
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{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=File:TutorialListBG.jpg&diff=5500File:TutorialListBG.jpg2013-11-12T19:48:44Z<p>Alex KF: Alex KF uploaded a new version of &quot;File:TutorialListBG.jpg&quot;</p>
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<div></div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=File:TutorialListBG.jpg&diff=5499File:TutorialListBG.jpg2013-11-12T19:48:20Z<p>Alex KF: Alex KF uploaded a new version of &quot;File:TutorialListBG.jpg&quot;</p>
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<div></div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5498Objective Mode (Killing Floor)2013-11-12T19:46:23Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
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<div><br />
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[[File:ObjectiveModeHeader.jpg |left|x200px|left|x200px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
<br />
[[File:TutorialListBG.jpg |left|x600px|left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
[[File:LevelRules.png |left|text-bottom|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=File:TutorialListBG.jpg&diff=5497File:TutorialListBG.jpg2013-11-12T19:46:12Z<p>Alex KF: </p>
<hr />
<div></div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5496Objective Mode (Killing Floor)2013-11-12T19:46:04Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
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<div><br />
<br />
[[File:ObjectiveModeHeader.jpg |left|x200px|left|x200px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
<br />
[[File:TutorialListBG.jpg |left|x200px|left|x200px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
[[File:LevelRules.png |left|text-bottom|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5495Objective Mode (Killing Floor)2013-11-12T19:17:28Z<p>Alex KF: </p>
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<div><br />
<br />
[[File:ObjectiveModeHeader.jpg |left|x200px|left|x200px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|text-bottom|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5494Objective Mode (Killing Floor)2013-11-12T19:17:10Z<p>Alex KF: </p>
<hr />
<div><br />
<br />
[[File:ObjectiveModeHeader.jpg |left|x300px|left|x300px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|text-bottom|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=File:ObjectiveModeHeader.jpg&diff=5493File:ObjectiveModeHeader.jpg2013-11-12T19:16:45Z<p>Alex KF: </p>
<hr />
<div></div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5492Objective Mode (Killing Floor)2013-11-12T19:16:34Z<p>Alex KF: /* What is 'Objective Mode' ? */</p>
<hr />
<div><br />
<br />
[[File:ObjectiveModeHeader.jpg |left|x800px|left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|text-bottom|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5491Objective Mode (Killing Floor)2013-11-12T18:39:26Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|text-bottom|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5490Objective Mode (Killing Floor)2013-11-12T18:39:13Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|text-bottom|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5489Objective Mode (Killing Floor)2013-11-12T18:38:28Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|text-bottom|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5488Objective Mode (Killing Floor)2013-11-12T18:38:14Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|text-top|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5487Objective Mode (Killing Floor)2013-11-12T18:37:46Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|super|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5486Objective Mode (Killing Floor)2013-11-12T18:37:34Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|sub|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5485Objective Mode (Killing Floor)2013-11-12T18:37:16Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |center|top|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5484Objective Mode (Killing Floor)2013-11-12T18:36:57Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|top|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5483Objective Mode (Killing Floor)2013-11-12T18:36:46Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|baseline|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5482Objective Mode (Killing Floor)2013-11-12T18:35:11Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br />
[[File:KFObj_Ico.png |left|x64px|link=Creating Objectives|left|x64px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5481Objective Mode (Killing Floor)2013-11-12T18:34:50Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5480Objective Mode (Killing Floor)2013-11-12T18:34:36Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|x64px|link=Getting set up|left|x64px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5479Objective Mode (Killing Floor)2013-11-12T18:34:04Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br />
[[File:NPC_Ico.png |left|x36px|link=Adding NPCs|left|x36px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br />
[[File:Trader_Ico.png |left|x36px|link=Adding Traders|left|x36px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=File:NPC_Ico.png&diff=5478File:NPC Ico.png2013-11-12T18:33:07Z<p>Alex KF: </p>
<hr />
<div></div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5477Objective Mode (Killing Floor)2013-11-12T18:32:58Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br />
[[File:NPC_Ico.png |left|x42px|link=Adding NPCs|left|x42px|]]{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br />
[[File:Trader_Ico.png |left|x42px|link=Adding Traders|left|x42px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5476Objective Mode (Killing Floor)2013-11-12T18:24:07Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br />
{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br />
[[File:Trader_Ico.png |left|x42px|link=Adding Traders|left|x42px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5475Objective Mode (Killing Floor)2013-11-12T18:23:56Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br />
{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br />
[[File:Trader_Ico.png |left|x48px|link=Adding Traders|left|x48px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=File:Trader_Ico.png&diff=5474File:Trader Ico.png2013-11-12T18:23:30Z<p>Alex KF: </p>
<hr />
<div></div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor)&diff=5473Objective Mode (Killing Floor)2013-11-12T18:23:22Z<p>Alex KF: /* How do I create an Objective Mode map? */</p>
<hr />
<div><br />
== '''What is 'Objective Mode' ? ==<br />
<br />
'''<br />
'Objective Mode' is the second official game mode released for Killing Floor. In contrast to 'Wave Mode' , 'Objective Mode' is a sandbox style game mode where the rules of gameplay are dictated by the level designer. As such, there are no fixed rules of play. For example : all of Tripwire's Objective Mode maps to date end with a Patriarch fight, but this is just a convention. There is nothing in the Objective Mode gametype that dictates there *has* to be a patriarch fight at the end of the map.<br />
<br />
== '''Objective Mode Maps''' ==<br />
<br />
{{Bullet link|[[Official Maps]]|List of all maps made by Tripwire which make use of Objective mode}}<br />
{{Bullet link|[[Community Maps]]|List of all known community maps which make use of Objective mode}}<br />
<br />
== '''How do I create an Objective Mode map?''' ==<br />
<br />
{{note|The below tutorials are intended for intermediate to advanced level designers who already understand the basics of using the Killing Floor editor tools.}} <br />
<br />
[[File:LevelRules.png |left|x32px|link=Getting set up|left|x32px|]]{{Bullet link|'''[[Getting set up]]'''|Learn how to set up your workspace and get your map ready for Objective Mode}}<br><br />
[[File:KFObj_Ico.png |left|x32px|link=Creating Objectives|left|x32px|]]{{Bullet link|'''[[Creating Objectives]]'''|Learn how to add objectives to your map!}}<br><br />
[[File:KF_StoryBloat_Ico.png |left|x32px|link=Enemy Spawning|left|x32px|]]{{Bullet link|'''[[Enemy Spawning]]'''|Learn how to make ZEDs spawn in Objective Mode}}<br><br />
[[File:KF_Dlgspot_Ico.png |left|x32px|link=Adding Dialogue|left|x32px|]]{{Bullet link|'''[[Adding Dialogue]]'''|Learn how to add dialogue text and voice-overs to your map!}}<br><br />
{{Bullet link|[[Adding NPCs]]|Learn how to add NPCs to your Objective Mode map}}<br><br />
[[File:Trader_Ico.png |left|x32px|link=Adding Traders|left|x32px|]]{{Bullet link|'''[[Adding Traders]]'''|Learn how to add Trader shops to your Objective Mode map}}<br><br />
{{Bullet link|[[Adding Music]]|Learn how to add music to your map.}}<br><br />
{{Bullet link|[[Saving & Exporting]]|Learn how to correctly save your map and prepare it for release}}<br><br />
<br />
{{Col-begin}}<br />
{{Col-break}}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Enemy_Spawning&diff=5472Enemy Spawning2013-11-12T17:08:51Z<p>Alex KF: /* Setting up your wave */</p>
<hr />
<div>Enemy spawning in Objective Mode is very different than it is in Wave Mode. Adding zombie volumes to an Objective Mode map will not automatically cause enemies to spawn when the map loads like they do in Wave Mode. In order to make enemies spawn you need to do abit more work, but it'll be worth it in the end because you'll have total control over what gets spawned and when! <br />
<br />
== Creating a Squad ==<br />
<br />
===Adding a Squad Designer===<br />
<br />
Before you can get an enemy to spawn you need to create a 'squad' for it. Squads contain information about the number and type of enemies that should spawn in a particular group. You could have a squad with only a single enemy in it, or a squad with dozens of enemies, it's up to you. To begin creating squads you must first place a 'KF_StorySquadDesigner' actor somewhere in your map. You can find the Squad Designer in the actor classes browser under '''Info -->KF_StorySquadDesigner'''<br><br><br />
<br />
[[File:AddSquadDesigner.jpg |left|x600px|link=File:AddSquadDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
Once the Squad designer has been placed you should select it and press F4 to open up its properties. You will notice that it has an empty array called 'Squads'. Click on this and select 'Add' to create a new entry. <br> <br />
<br />
[[File:AddSquadButton.jpg |left|x800px|link=File:AddSquadButton.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Naming your Squad===<br />
<br />
Now you should enter a name for your squad. A common convention in Tripwire maps is to name enemy squads after objectives followed by a letter to differentiate them. i.e "GoldBarSquadA". This is helpful because it reminds us which objective these enemies should be spawning for. But really you can call your squad whatever you want as long as it's not a name that has already been used somewhere else. <br><br><br />
[[File:MyCoolSquad.jpg |left|x800px|link=File:MyCoolSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Adding ZED types===<br />
<br />
The next step is to click 'Add' next to Squad_ZEDs. This will add a single type of enemy to your newly created squad. The ''''NumToSpawn'''' value indicates how many of that type of ZED should spawn in your squad. You can add as many different types of ZEDs as you like, including custom ones (if you are making a mod that has it's own enemy type). To do this simply set the 'ZEDType' to '''"ZED_CUSTOM"''' and select your custom enemy class from the CustomZEDClass dropdown. The squad pictured below would be comprised of a total of 5 ZEDS - two clots and 3 crawlers. <br><br><br />
<br />
[[File:ExampleSquad.jpg |left|x800px|link=File:ExampleSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Creating a Wave ==<br />
<br />
===Adding a Wave Designer===<br />
<br />
Now that you have created a squad it's time to set up a wave that will spawn them. To do this you must place a 'KF_StoryWaveDesigner' actor somewhere in your map. You can find the Wave Designer in the actor classes browser under '''Info -->KF_StoryWaveDesigner.''' It is usually a good idea to place your wave designer next to your squad designer, so that if you have maps with multiple wave / squad setups you can see which ones are grouped at a glance. <br><br><br />
<br />
[[File:AddingWaveDesigner.jpg |left|x600px|link=File:AddingWaveDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Setting up your wave===<br />
<br />
In Killing Floor, spawning usually happens in 'Waves', which is a nickname for a large amount of enemies that spawn over time. The wave designer is a 'container' which stores information about what types of enemies should spawn for a particular wave, and how long it should last. <br />
<br />
To add a wave to your Wave Designer select it and press F4 to open its property window, then click 'Add' next to the 'waves' array. <br />
<br />
[[File:AddNewWave.jpg |left|x600px|link=File:AddNewWave.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
{{note|Wave designers can only have one active wave at a time. If you would like to have multiple waves spawning enemies concurrently, you need to place multiple wave designer actors. }} <br />
<br />
<br />
'''Wave Properties'''<br />
<br />
This category contains a list of events that dialogue can trigger before, during and after it plays.<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| DisplayedEvent || Name || This event will be triggered '''after''' the dialogue has '''completely''' finished playing. <br />
|-<br />
| DisplayingEvent || Name || This event will be triggered the very second the dialogue '''begins''' playing.<br />
|-<br />
| RequiredEvent || Name || If you have multiple dialogues, setting an event here will cause the dialogue chain to halt until it receives an event of that name. Think of it like a 'pause' command.<br />
|-<br />
|}<br />
<br />
== Finishing Touches ==</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Enemy_Spawning&diff=5471Enemy Spawning2013-11-12T17:07:13Z<p>Alex KF: /* Setting up your wave */</p>
<hr />
<div>Enemy spawning in Objective Mode is very different than it is in Wave Mode. Adding zombie volumes to an Objective Mode map will not automatically cause enemies to spawn when the map loads like they do in Wave Mode. In order to make enemies spawn you need to do abit more work, but it'll be worth it in the end because you'll have total control over what gets spawned and when! <br />
<br />
== Creating a Squad ==<br />
<br />
===Adding a Squad Designer===<br />
<br />
Before you can get an enemy to spawn you need to create a 'squad' for it. Squads contain information about the number and type of enemies that should spawn in a particular group. You could have a squad with only a single enemy in it, or a squad with dozens of enemies, it's up to you. To begin creating squads you must first place a 'KF_StorySquadDesigner' actor somewhere in your map. You can find the Squad Designer in the actor classes browser under '''Info -->KF_StorySquadDesigner'''<br><br><br />
<br />
[[File:AddSquadDesigner.jpg |left|x600px|link=File:AddSquadDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
Once the Squad designer has been placed you should select it and press F4 to open up its properties. You will notice that it has an empty array called 'Squads'. Click on this and select 'Add' to create a new entry. <br> <br />
<br />
[[File:AddSquadButton.jpg |left|x800px|link=File:AddSquadButton.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Naming your Squad===<br />
<br />
Now you should enter a name for your squad. A common convention in Tripwire maps is to name enemy squads after objectives followed by a letter to differentiate them. i.e "GoldBarSquadA". This is helpful because it reminds us which objective these enemies should be spawning for. But really you can call your squad whatever you want as long as it's not a name that has already been used somewhere else. <br><br><br />
[[File:MyCoolSquad.jpg |left|x800px|link=File:MyCoolSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Adding ZED types===<br />
<br />
The next step is to click 'Add' next to Squad_ZEDs. This will add a single type of enemy to your newly created squad. The ''''NumToSpawn'''' value indicates how many of that type of ZED should spawn in your squad. You can add as many different types of ZEDs as you like, including custom ones (if you are making a mod that has it's own enemy type). To do this simply set the 'ZEDType' to '''"ZED_CUSTOM"''' and select your custom enemy class from the CustomZEDClass dropdown. The squad pictured below would be comprised of a total of 5 ZEDS - two clots and 3 crawlers. <br><br><br />
<br />
[[File:ExampleSquad.jpg |left|x800px|link=File:ExampleSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Creating a Wave ==<br />
<br />
===Adding a Wave Designer===<br />
<br />
Now that you have created a squad it's time to set up a wave that will spawn them. To do this you must place a 'KF_StoryWaveDesigner' actor somewhere in your map. You can find the Wave Designer in the actor classes browser under '''Info -->KF_StoryWaveDesigner.''' It is usually a good idea to place your wave designer next to your squad designer, so that if you have maps with multiple wave / squad setups you can see which ones are grouped at a glance. <br><br><br />
<br />
[[File:AddingWaveDesigner.jpg |left|x600px|link=File:AddingWaveDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Setting up your wave===<br />
<br />
In Killing Floor, spawning usually happens in 'Waves', which is a nickname for a large amount of enemies that spawn over time. The wave designer is a 'container' which stores information about what types of enemies should spawn for a particular wave, and how long it should last. <br />
<br />
{{note|Wave designers can only have one active wave at a time. If you would like to have multiple waves spawning enemies concurrently, you need to place multiple wave designer actors. }} <br />
<br />
<br />
'''Wave Properties'''<br />
<br />
This category contains a list of events that dialogue can trigger before, during and after it plays.<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| DisplayedEvent || Name || This event will be triggered '''after''' the dialogue has '''completely''' finished playing. <br />
|-<br />
| DisplayingEvent || Name || This event will be triggered the very second the dialogue '''begins''' playing.<br />
|-<br />
| RequiredEvent || Name || If you have multiple dialogues, setting an event here will cause the dialogue chain to halt until it receives an event of that name. Think of it like a 'pause' command.<br />
|-<br />
|}<br />
<br />
<br />
[[File:AddNewWave.jpg |left|x600px|link=File:AddNewWave.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Finishing Touches ==</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Enemy_Spawning&diff=5470Enemy Spawning2013-11-12T17:06:42Z<p>Alex KF: /* Setting up your wave */</p>
<hr />
<div>Enemy spawning in Objective Mode is very different than it is in Wave Mode. Adding zombie volumes to an Objective Mode map will not automatically cause enemies to spawn when the map loads like they do in Wave Mode. In order to make enemies spawn you need to do abit more work, but it'll be worth it in the end because you'll have total control over what gets spawned and when! <br />
<br />
== Creating a Squad ==<br />
<br />
===Adding a Squad Designer===<br />
<br />
Before you can get an enemy to spawn you need to create a 'squad' for it. Squads contain information about the number and type of enemies that should spawn in a particular group. You could have a squad with only a single enemy in it, or a squad with dozens of enemies, it's up to you. To begin creating squads you must first place a 'KF_StorySquadDesigner' actor somewhere in your map. You can find the Squad Designer in the actor classes browser under '''Info -->KF_StorySquadDesigner'''<br><br><br />
<br />
[[File:AddSquadDesigner.jpg |left|x600px|link=File:AddSquadDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
Once the Squad designer has been placed you should select it and press F4 to open up its properties. You will notice that it has an empty array called 'Squads'. Click on this and select 'Add' to create a new entry. <br> <br />
<br />
[[File:AddSquadButton.jpg |left|x800px|link=File:AddSquadButton.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Naming your Squad===<br />
<br />
Now you should enter a name for your squad. A common convention in Tripwire maps is to name enemy squads after objectives followed by a letter to differentiate them. i.e "GoldBarSquadA". This is helpful because it reminds us which objective these enemies should be spawning for. But really you can call your squad whatever you want as long as it's not a name that has already been used somewhere else. <br><br><br />
[[File:MyCoolSquad.jpg |left|x800px|link=File:MyCoolSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Adding ZED types===<br />
<br />
The next step is to click 'Add' next to Squad_ZEDs. This will add a single type of enemy to your newly created squad. The ''''NumToSpawn'''' value indicates how many of that type of ZED should spawn in your squad. You can add as many different types of ZEDs as you like, including custom ones (if you are making a mod that has it's own enemy type). To do this simply set the 'ZEDType' to '''"ZED_CUSTOM"''' and select your custom enemy class from the CustomZEDClass dropdown. The squad pictured below would be comprised of a total of 5 ZEDS - two clots and 3 crawlers. <br><br><br />
<br />
[[File:ExampleSquad.jpg |left|x800px|link=File:ExampleSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Creating a Wave ==<br />
<br />
===Adding a Wave Designer===<br />
<br />
Now that you have created a squad it's time to set up a wave that will spawn them. To do this you must place a 'KF_StoryWaveDesigner' actor somewhere in your map. You can find the Wave Designer in the actor classes browser under '''Info -->KF_StoryWaveDesigner.''' It is usually a good idea to place your wave designer next to your squad designer, so that if you have maps with multiple wave / squad setups you can see which ones are grouped at a glance. <br><br><br />
<br />
[[File:AddingWaveDesigner.jpg |left|x600px|link=File:AddingWaveDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Setting up your wave===<br />
<br />
In Killing Floor, spawning usually happens in 'Waves', which is a nickname for a large amount of enemies that spawn over time. The wave designer is a 'container' which stores information about what types of enemies should spawn for a particular wave, and how long it should last. <br />
<br />
{{note|Wave designers can only have one active wave at a time. If you would like to have multiple waves spawning enemies concurrently, you need to place multiple wave designer actors. }} <br />
<br />
<br />
'''Dialogue Events'''<br />
<br />
This category contains a list of events that dialogue can trigger before, during and after it plays.<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| DisplayedEvent || Name || This event will be triggered '''after''' the dialogue has '''completely''' finished playing. <br />
|-<br />
| DisplayingEvent || Name || This event will be triggered the very second the dialogue '''begins''' playing.<br />
|-<br />
| RequiredEvent || Name || If you have multiple dialogues, setting an event here will cause the dialogue chain to halt until it receives an event of that name. Think of it like a 'pause' command.<br />
|-<br />
|}<br />
<br />
<br />
[[File:AddNewWave.jpg |left|x600px|link=File:AddNewWave.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Finishing Touches ==</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Enemy_Spawning&diff=5469Enemy Spawning2013-11-12T17:05:52Z<p>Alex KF: /* Setting up your wave */</p>
<hr />
<div>Enemy spawning in Objective Mode is very different than it is in Wave Mode. Adding zombie volumes to an Objective Mode map will not automatically cause enemies to spawn when the map loads like they do in Wave Mode. In order to make enemies spawn you need to do abit more work, but it'll be worth it in the end because you'll have total control over what gets spawned and when! <br />
<br />
== Creating a Squad ==<br />
<br />
===Adding a Squad Designer===<br />
<br />
Before you can get an enemy to spawn you need to create a 'squad' for it. Squads contain information about the number and type of enemies that should spawn in a particular group. You could have a squad with only a single enemy in it, or a squad with dozens of enemies, it's up to you. To begin creating squads you must first place a 'KF_StorySquadDesigner' actor somewhere in your map. You can find the Squad Designer in the actor classes browser under '''Info -->KF_StorySquadDesigner'''<br><br><br />
<br />
[[File:AddSquadDesigner.jpg |left|x600px|link=File:AddSquadDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
Once the Squad designer has been placed you should select it and press F4 to open up its properties. You will notice that it has an empty array called 'Squads'. Click on this and select 'Add' to create a new entry. <br> <br />
<br />
[[File:AddSquadButton.jpg |left|x800px|link=File:AddSquadButton.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Naming your Squad===<br />
<br />
Now you should enter a name for your squad. A common convention in Tripwire maps is to name enemy squads after objectives followed by a letter to differentiate them. i.e "GoldBarSquadA". This is helpful because it reminds us which objective these enemies should be spawning for. But really you can call your squad whatever you want as long as it's not a name that has already been used somewhere else. <br><br><br />
[[File:MyCoolSquad.jpg |left|x800px|link=File:MyCoolSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Adding ZED types===<br />
<br />
The next step is to click 'Add' next to Squad_ZEDs. This will add a single type of enemy to your newly created squad. The ''''NumToSpawn'''' value indicates how many of that type of ZED should spawn in your squad. You can add as many different types of ZEDs as you like, including custom ones (if you are making a mod that has it's own enemy type). To do this simply set the 'ZEDType' to '''"ZED_CUSTOM"''' and select your custom enemy class from the CustomZEDClass dropdown. The squad pictured below would be comprised of a total of 5 ZEDS - two clots and 3 crawlers. <br><br><br />
<br />
[[File:ExampleSquad.jpg |left|x800px|link=File:ExampleSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Creating a Wave ==<br />
<br />
===Adding a Wave Designer===<br />
<br />
Now that you have created a squad it's time to set up a wave that will spawn them. To do this you must place a 'KF_StoryWaveDesigner' actor somewhere in your map. You can find the Wave Designer in the actor classes browser under '''Info -->KF_StoryWaveDesigner.''' It is usually a good idea to place your wave designer next to your squad designer, so that if you have maps with multiple wave / squad setups you can see which ones are grouped at a glance. <br><br><br />
<br />
[[File:AddingWaveDesigner.jpg |left|x600px|link=File:AddingWaveDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Setting up your wave===<br />
<br />
In Killing Floor, spawning usually happens in 'Waves', which is a nickname for a large amount of enemies that spawn over time. The wave designer is a 'container' which stores information about what types of enemies should spawn for a particular wave, and how long it should last. <br />
<br />
{{note|Wave designers can only have one active wave at a time. If you would like to have multiple waves spawning enemies concurrently, you need to place multiple wave designer actors. }} <br />
<br />
<br />
<br />
<br />
<br />
[[File:AddNewWave.jpg |left|x600px|link=File:AddNewWave.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Finishing Touches ==</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Enemy_Spawning&diff=5468Enemy Spawning2013-11-12T17:04:04Z<p>Alex KF: /* Setting up your wave */</p>
<hr />
<div>Enemy spawning in Objective Mode is very different than it is in Wave Mode. Adding zombie volumes to an Objective Mode map will not automatically cause enemies to spawn when the map loads like they do in Wave Mode. In order to make enemies spawn you need to do abit more work, but it'll be worth it in the end because you'll have total control over what gets spawned and when! <br />
<br />
== Creating a Squad ==<br />
<br />
===Adding a Squad Designer===<br />
<br />
Before you can get an enemy to spawn you need to create a 'squad' for it. Squads contain information about the number and type of enemies that should spawn in a particular group. You could have a squad with only a single enemy in it, or a squad with dozens of enemies, it's up to you. To begin creating squads you must first place a 'KF_StorySquadDesigner' actor somewhere in your map. You can find the Squad Designer in the actor classes browser under '''Info -->KF_StorySquadDesigner'''<br><br><br />
<br />
[[File:AddSquadDesigner.jpg |left|x600px|link=File:AddSquadDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
Once the Squad designer has been placed you should select it and press F4 to open up its properties. You will notice that it has an empty array called 'Squads'. Click on this and select 'Add' to create a new entry. <br> <br />
<br />
[[File:AddSquadButton.jpg |left|x800px|link=File:AddSquadButton.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Naming your Squad===<br />
<br />
Now you should enter a name for your squad. A common convention in Tripwire maps is to name enemy squads after objectives followed by a letter to differentiate them. i.e "GoldBarSquadA". This is helpful because it reminds us which objective these enemies should be spawning for. But really you can call your squad whatever you want as long as it's not a name that has already been used somewhere else. <br><br><br />
[[File:MyCoolSquad.jpg |left|x800px|link=File:MyCoolSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Adding ZED types===<br />
<br />
The next step is to click 'Add' next to Squad_ZEDs. This will add a single type of enemy to your newly created squad. The ''''NumToSpawn'''' value indicates how many of that type of ZED should spawn in your squad. You can add as many different types of ZEDs as you like, including custom ones (if you are making a mod that has it's own enemy type). To do this simply set the 'ZEDType' to '''"ZED_CUSTOM"''' and select your custom enemy class from the CustomZEDClass dropdown. The squad pictured below would be comprised of a total of 5 ZEDS - two clots and 3 crawlers. <br><br><br />
<br />
[[File:ExampleSquad.jpg |left|x800px|link=File:ExampleSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Creating a Wave ==<br />
<br />
===Adding a Wave Designer===<br />
<br />
Now that you have created a squad it's time to set up a wave that will spawn them. To do this you must place a 'KF_StoryWaveDesigner' actor somewhere in your map. You can find the Wave Designer in the actor classes browser under '''Info -->KF_StoryWaveDesigner.''' It is usually a good idea to place your wave designer next to your squad designer, so that if you have maps with multiple wave / squad setups you can see which ones are grouped at a glance. <br><br><br />
<br />
[[File:AddingWaveDesigner.jpg |left|x600px|link=File:AddingWaveDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Setting up your wave===<br />
<br />
In Killing Floor, spawning usually happens in 'Waves', which is a nickname for a large amount of enemies that spawn over time. <br />
<br />
{{note|Wave designers can only have one active wave at a time. If you would like to have multiple waves spawning enemies concurrently, you need to place multiple wave designer actors. }} <br />
<br />
<br />
[[File:AddNewWave.jpg |left|x600px|link=File:AddNewWave.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Finishing Touches ==</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Enemy_Spawning&diff=5467Enemy Spawning2013-11-12T17:02:15Z<p>Alex KF: /* Setting up your wave */</p>
<hr />
<div>Enemy spawning in Objective Mode is very different than it is in Wave Mode. Adding zombie volumes to an Objective Mode map will not automatically cause enemies to spawn when the map loads like they do in Wave Mode. In order to make enemies spawn you need to do abit more work, but it'll be worth it in the end because you'll have total control over what gets spawned and when! <br />
<br />
== Creating a Squad ==<br />
<br />
===Adding a Squad Designer===<br />
<br />
Before you can get an enemy to spawn you need to create a 'squad' for it. Squads contain information about the number and type of enemies that should spawn in a particular group. You could have a squad with only a single enemy in it, or a squad with dozens of enemies, it's up to you. To begin creating squads you must first place a 'KF_StorySquadDesigner' actor somewhere in your map. You can find the Squad Designer in the actor classes browser under '''Info -->KF_StorySquadDesigner'''<br><br><br />
<br />
[[File:AddSquadDesigner.jpg |left|x600px|link=File:AddSquadDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
Once the Squad designer has been placed you should select it and press F4 to open up its properties. You will notice that it has an empty array called 'Squads'. Click on this and select 'Add' to create a new entry. <br> <br />
<br />
[[File:AddSquadButton.jpg |left|x800px|link=File:AddSquadButton.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Naming your Squad===<br />
<br />
Now you should enter a name for your squad. A common convention in Tripwire maps is to name enemy squads after objectives followed by a letter to differentiate them. i.e "GoldBarSquadA". This is helpful because it reminds us which objective these enemies should be spawning for. But really you can call your squad whatever you want as long as it's not a name that has already been used somewhere else. <br><br><br />
[[File:MyCoolSquad.jpg |left|x800px|link=File:MyCoolSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Adding ZED types===<br />
<br />
The next step is to click 'Add' next to Squad_ZEDs. This will add a single type of enemy to your newly created squad. The ''''NumToSpawn'''' value indicates how many of that type of ZED should spawn in your squad. You can add as many different types of ZEDs as you like, including custom ones (if you are making a mod that has it's own enemy type). To do this simply set the 'ZEDType' to '''"ZED_CUSTOM"''' and select your custom enemy class from the CustomZEDClass dropdown. The squad pictured below would be comprised of a total of 5 ZEDS - two clots and 3 crawlers. <br><br><br />
<br />
[[File:ExampleSquad.jpg |left|x800px|link=File:ExampleSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Creating a Wave ==<br />
<br />
===Adding a Wave Designer===<br />
<br />
Now that you have created a squad it's time to set up a wave that will spawn them. To do this you must place a 'KF_StoryWaveDesigner' actor somewhere in your map. You can find the Wave Designer in the actor classes browser under '''Info -->KF_StoryWaveDesigner.''' It is usually a good idea to place your wave designer next to your squad designer, so that if you have maps with multiple wave / squad setups you can see which ones are grouped at a glance. <br><br><br />
<br />
[[File:AddingWaveDesigner.jpg |left|x600px|link=File:AddingWaveDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Setting up your wave===<br />
<br />
In Killing Floor, spawning usually happens in 'Waves', which is a nickname for a large amount of enemies that spawn over time. Each wave designer can contain an infinite number of waves, but only one wave from each designer can be active and spawning enemies at a time. . '''If you would like to have multiple waves spawning enemies concurrently, you should place multiple wave designer actors'''<br />
<br />
[[File:AddNewWave.jpg |left|x600px|link=File:AddNewWave.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Finishing Touches ==</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Enemy_Spawning&diff=5466Enemy Spawning2013-11-12T16:57:57Z<p>Alex KF: /* Setting up your wave */</p>
<hr />
<div>Enemy spawning in Objective Mode is very different than it is in Wave Mode. Adding zombie volumes to an Objective Mode map will not automatically cause enemies to spawn when the map loads like they do in Wave Mode. In order to make enemies spawn you need to do abit more work, but it'll be worth it in the end because you'll have total control over what gets spawned and when! <br />
<br />
== Creating a Squad ==<br />
<br />
===Adding a Squad Designer===<br />
<br />
Before you can get an enemy to spawn you need to create a 'squad' for it. Squads contain information about the number and type of enemies that should spawn in a particular group. You could have a squad with only a single enemy in it, or a squad with dozens of enemies, it's up to you. To begin creating squads you must first place a 'KF_StorySquadDesigner' actor somewhere in your map. You can find the Squad Designer in the actor classes browser under '''Info -->KF_StorySquadDesigner'''<br><br><br />
<br />
[[File:AddSquadDesigner.jpg |left|x600px|link=File:AddSquadDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
Once the Squad designer has been placed you should select it and press F4 to open up its properties. You will notice that it has an empty array called 'Squads'. Click on this and select 'Add' to create a new entry. <br> <br />
<br />
[[File:AddSquadButton.jpg |left|x800px|link=File:AddSquadButton.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Naming your Squad===<br />
<br />
Now you should enter a name for your squad. A common convention in Tripwire maps is to name enemy squads after objectives followed by a letter to differentiate them. i.e "GoldBarSquadA". This is helpful because it reminds us which objective these enemies should be spawning for. But really you can call your squad whatever you want as long as it's not a name that has already been used somewhere else. <br><br><br />
[[File:MyCoolSquad.jpg |left|x800px|link=File:MyCoolSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Adding ZED types===<br />
<br />
The next step is to click 'Add' next to Squad_ZEDs. This will add a single type of enemy to your newly created squad. The ''''NumToSpawn'''' value indicates how many of that type of ZED should spawn in your squad. You can add as many different types of ZEDs as you like, including custom ones (if you are making a mod that has it's own enemy type). To do this simply set the 'ZEDType' to '''"ZED_CUSTOM"''' and select your custom enemy class from the CustomZEDClass dropdown. The squad pictured below would be comprised of a total of 5 ZEDS - two clots and 3 crawlers. <br><br><br />
<br />
[[File:ExampleSquad.jpg |left|x800px|link=File:ExampleSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Creating a Wave ==<br />
<br />
===Adding a Wave Designer===<br />
<br />
Now that you have created a squad it's time to set up a wave that will spawn them. To do this you must place a 'KF_StoryWaveDesigner' actor somewhere in your map. You can find the Wave Designer in the actor classes browser under '''Info -->KF_StoryWaveDesigner.''' It is usually a good idea to place your wave designer next to your squad designer, so that if you have maps with multiple wave / squad setups you can see which ones are grouped at a glance. <br><br><br />
<br />
[[File:AddingWaveDesigner.jpg |left|x600px|link=File:AddingWaveDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Setting up your wave===<br />
<br />
[[File:AddNewWave.jpg |left|x600px|link=File:AddNewWave.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Finishing Touches ==</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Enemy_Spawning&diff=5465Enemy Spawning2013-11-12T16:57:50Z<p>Alex KF: /* Adding a Wave Designer */</p>
<hr />
<div>Enemy spawning in Objective Mode is very different than it is in Wave Mode. Adding zombie volumes to an Objective Mode map will not automatically cause enemies to spawn when the map loads like they do in Wave Mode. In order to make enemies spawn you need to do abit more work, but it'll be worth it in the end because you'll have total control over what gets spawned and when! <br />
<br />
== Creating a Squad ==<br />
<br />
===Adding a Squad Designer===<br />
<br />
Before you can get an enemy to spawn you need to create a 'squad' for it. Squads contain information about the number and type of enemies that should spawn in a particular group. You could have a squad with only a single enemy in it, or a squad with dozens of enemies, it's up to you. To begin creating squads you must first place a 'KF_StorySquadDesigner' actor somewhere in your map. You can find the Squad Designer in the actor classes browser under '''Info -->KF_StorySquadDesigner'''<br><br><br />
<br />
[[File:AddSquadDesigner.jpg |left|x600px|link=File:AddSquadDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
Once the Squad designer has been placed you should select it and press F4 to open up its properties. You will notice that it has an empty array called 'Squads'. Click on this and select 'Add' to create a new entry. <br> <br />
<br />
[[File:AddSquadButton.jpg |left|x800px|link=File:AddSquadButton.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Naming your Squad===<br />
<br />
Now you should enter a name for your squad. A common convention in Tripwire maps is to name enemy squads after objectives followed by a letter to differentiate them. i.e "GoldBarSquadA". This is helpful because it reminds us which objective these enemies should be spawning for. But really you can call your squad whatever you want as long as it's not a name that has already been used somewhere else. <br><br><br />
[[File:MyCoolSquad.jpg |left|x800px|link=File:MyCoolSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Adding ZED types===<br />
<br />
The next step is to click 'Add' next to Squad_ZEDs. This will add a single type of enemy to your newly created squad. The ''''NumToSpawn'''' value indicates how many of that type of ZED should spawn in your squad. You can add as many different types of ZEDs as you like, including custom ones (if you are making a mod that has it's own enemy type). To do this simply set the 'ZEDType' to '''"ZED_CUSTOM"''' and select your custom enemy class from the CustomZEDClass dropdown. The squad pictured below would be comprised of a total of 5 ZEDS - two clots and 3 crawlers. <br><br><br />
<br />
[[File:ExampleSquad.jpg |left|x800px|link=File:ExampleSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Creating a Wave ==<br />
<br />
===Adding a Wave Designer===<br />
<br />
Now that you have created a squad it's time to set up a wave that will spawn them. To do this you must place a 'KF_StoryWaveDesigner' actor somewhere in your map. You can find the Wave Designer in the actor classes browser under '''Info -->KF_StoryWaveDesigner.''' It is usually a good idea to place your wave designer next to your squad designer, so that if you have maps with multiple wave / squad setups you can see which ones are grouped at a glance. <br><br><br />
<br />
[[File:AddingWaveDesigner.jpg |left|x600px|link=File:AddingWaveDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Setting up your wave===<br />
<br />
== Finishing Touches ==</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Enemy_Spawning&diff=5464Enemy Spawning2013-11-12T16:57:43Z<p>Alex KF: /* Finishing Touches */</p>
<hr />
<div>Enemy spawning in Objective Mode is very different than it is in Wave Mode. Adding zombie volumes to an Objective Mode map will not automatically cause enemies to spawn when the map loads like they do in Wave Mode. In order to make enemies spawn you need to do abit more work, but it'll be worth it in the end because you'll have total control over what gets spawned and when! <br />
<br />
== Creating a Squad ==<br />
<br />
===Adding a Squad Designer===<br />
<br />
Before you can get an enemy to spawn you need to create a 'squad' for it. Squads contain information about the number and type of enemies that should spawn in a particular group. You could have a squad with only a single enemy in it, or a squad with dozens of enemies, it's up to you. To begin creating squads you must first place a 'KF_StorySquadDesigner' actor somewhere in your map. You can find the Squad Designer in the actor classes browser under '''Info -->KF_StorySquadDesigner'''<br><br><br />
<br />
[[File:AddSquadDesigner.jpg |left|x600px|link=File:AddSquadDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
Once the Squad designer has been placed you should select it and press F4 to open up its properties. You will notice that it has an empty array called 'Squads'. Click on this and select 'Add' to create a new entry. <br> <br />
<br />
[[File:AddSquadButton.jpg |left|x800px|link=File:AddSquadButton.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Naming your Squad===<br />
<br />
Now you should enter a name for your squad. A common convention in Tripwire maps is to name enemy squads after objectives followed by a letter to differentiate them. i.e "GoldBarSquadA". This is helpful because it reminds us which objective these enemies should be spawning for. But really you can call your squad whatever you want as long as it's not a name that has already been used somewhere else. <br><br><br />
[[File:MyCoolSquad.jpg |left|x800px|link=File:MyCoolSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Adding ZED types===<br />
<br />
The next step is to click 'Add' next to Squad_ZEDs. This will add a single type of enemy to your newly created squad. The ''''NumToSpawn'''' value indicates how many of that type of ZED should spawn in your squad. You can add as many different types of ZEDs as you like, including custom ones (if you are making a mod that has it's own enemy type). To do this simply set the 'ZEDType' to '''"ZED_CUSTOM"''' and select your custom enemy class from the CustomZEDClass dropdown. The squad pictured below would be comprised of a total of 5 ZEDS - two clots and 3 crawlers. <br><br><br />
<br />
[[File:ExampleSquad.jpg |left|x800px|link=File:ExampleSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Creating a Wave ==<br />
<br />
===Adding a Wave Designer===<br />
<br />
Now that you have created a squad it's time to set up a wave that will spawn them. To do this you must place a 'KF_StoryWaveDesigner' actor somewhere in your map. You can find the Wave Designer in the actor classes browser under '''Info -->KF_StoryWaveDesigner.''' It is usually a good idea to place your wave designer next to your squad designer, so that if you have maps with multiple wave / squad setups you can see which ones are grouped at a glance. <br><br><br />
<br />
[[File:AddingWaveDesigner.jpg |left|x600px|link=File:AddingWaveDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
<br />
[[File:AddNewWave.jpg |left|x600px|link=File:AddNewWave.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Setting up your wave===<br />
<br />
== Finishing Touches ==</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=File:AddNewWave.jpg&diff=5463File:AddNewWave.jpg2013-11-12T16:57:11Z<p>Alex KF: </p>
<hr />
<div></div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Enemy_Spawning&diff=5462Enemy Spawning2013-11-12T16:57:01Z<p>Alex KF: /* Adding a Wave Designer */</p>
<hr />
<div>Enemy spawning in Objective Mode is very different than it is in Wave Mode. Adding zombie volumes to an Objective Mode map will not automatically cause enemies to spawn when the map loads like they do in Wave Mode. In order to make enemies spawn you need to do abit more work, but it'll be worth it in the end because you'll have total control over what gets spawned and when! <br />
<br />
== Creating a Squad ==<br />
<br />
===Adding a Squad Designer===<br />
<br />
Before you can get an enemy to spawn you need to create a 'squad' for it. Squads contain information about the number and type of enemies that should spawn in a particular group. You could have a squad with only a single enemy in it, or a squad with dozens of enemies, it's up to you. To begin creating squads you must first place a 'KF_StorySquadDesigner' actor somewhere in your map. You can find the Squad Designer in the actor classes browser under '''Info -->KF_StorySquadDesigner'''<br><br><br />
<br />
[[File:AddSquadDesigner.jpg |left|x600px|link=File:AddSquadDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
Once the Squad designer has been placed you should select it and press F4 to open up its properties. You will notice that it has an empty array called 'Squads'. Click on this and select 'Add' to create a new entry. <br> <br />
<br />
[[File:AddSquadButton.jpg |left|x800px|link=File:AddSquadButton.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Naming your Squad===<br />
<br />
Now you should enter a name for your squad. A common convention in Tripwire maps is to name enemy squads after objectives followed by a letter to differentiate them. i.e "GoldBarSquadA". This is helpful because it reminds us which objective these enemies should be spawning for. But really you can call your squad whatever you want as long as it's not a name that has already been used somewhere else. <br><br><br />
[[File:MyCoolSquad.jpg |left|x800px|link=File:MyCoolSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Adding ZED types===<br />
<br />
The next step is to click 'Add' next to Squad_ZEDs. This will add a single type of enemy to your newly created squad. The ''''NumToSpawn'''' value indicates how many of that type of ZED should spawn in your squad. You can add as many different types of ZEDs as you like, including custom ones (if you are making a mod that has it's own enemy type). To do this simply set the 'ZEDType' to '''"ZED_CUSTOM"''' and select your custom enemy class from the CustomZEDClass dropdown. The squad pictured below would be comprised of a total of 5 ZEDS - two clots and 3 crawlers. <br><br><br />
<br />
[[File:ExampleSquad.jpg |left|x800px|link=File:ExampleSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Creating a Wave ==<br />
<br />
===Adding a Wave Designer===<br />
<br />
Now that you have created a squad it's time to set up a wave that will spawn them. To do this you must place a 'KF_StoryWaveDesigner' actor somewhere in your map. You can find the Wave Designer in the actor classes browser under '''Info -->KF_StoryWaveDesigner.''' It is usually a good idea to place your wave designer next to your squad designer, so that if you have maps with multiple wave / squad setups you can see which ones are grouped at a glance. <br><br><br />
<br />
[[File:AddingWaveDesigner.jpg |left|x600px|link=File:AddingWaveDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
<br />
[[File:AddNewWave.jpg |left|x600px|link=File:AddNewWave.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Finishing Touches ==</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Enemy_Spawning&diff=5461Enemy Spawning2013-11-12T16:54:41Z<p>Alex KF: /* What is a 'Wave' ? */</p>
<hr />
<div>Enemy spawning in Objective Mode is very different than it is in Wave Mode. Adding zombie volumes to an Objective Mode map will not automatically cause enemies to spawn when the map loads like they do in Wave Mode. In order to make enemies spawn you need to do abit more work, but it'll be worth it in the end because you'll have total control over what gets spawned and when! <br />
<br />
== Creating a Squad ==<br />
<br />
===Adding a Squad Designer===<br />
<br />
Before you can get an enemy to spawn you need to create a 'squad' for it. Squads contain information about the number and type of enemies that should spawn in a particular group. You could have a squad with only a single enemy in it, or a squad with dozens of enemies, it's up to you. To begin creating squads you must first place a 'KF_StorySquadDesigner' actor somewhere in your map. You can find the Squad Designer in the actor classes browser under '''Info -->KF_StorySquadDesigner'''<br><br><br />
<br />
[[File:AddSquadDesigner.jpg |left|x600px|link=File:AddSquadDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
Once the Squad designer has been placed you should select it and press F4 to open up its properties. You will notice that it has an empty array called 'Squads'. Click on this and select 'Add' to create a new entry. <br> <br />
<br />
[[File:AddSquadButton.jpg |left|x800px|link=File:AddSquadButton.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Naming your Squad===<br />
<br />
Now you should enter a name for your squad. A common convention in Tripwire maps is to name enemy squads after objectives followed by a letter to differentiate them. i.e "GoldBarSquadA". This is helpful because it reminds us which objective these enemies should be spawning for. But really you can call your squad whatever you want as long as it's not a name that has already been used somewhere else. <br><br><br />
[[File:MyCoolSquad.jpg |left|x800px|link=File:MyCoolSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Adding ZED types===<br />
<br />
The next step is to click 'Add' next to Squad_ZEDs. This will add a single type of enemy to your newly created squad. The ''''NumToSpawn'''' value indicates how many of that type of ZED should spawn in your squad. You can add as many different types of ZEDs as you like, including custom ones (if you are making a mod that has it's own enemy type). To do this simply set the 'ZEDType' to '''"ZED_CUSTOM"''' and select your custom enemy class from the CustomZEDClass dropdown. The squad pictured below would be comprised of a total of 5 ZEDS - two clots and 3 crawlers. <br><br><br />
<br />
[[File:ExampleSquad.jpg |left|x800px|link=File:ExampleSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Creating a Wave ==<br />
<br />
===Adding a Wave Designer===<br />
<br />
Now that you have created a squad it's time to set up a wave that will spawn them. To do this you must place a 'KF_StoryWaveDesigner' actor somewhere in your map. You can find the Wave Designer in the actor classes browser under '''Info -->KF_StoryWaveDesigner.''' It is usually a good idea to place your wave designer next to your squad designer, so that if you have maps with multiple wave / squad setups you can see which ones are grouped at a glance. <br><br><br />
<br />
[[File:AddingWaveDesigner.jpg |left|x600px|link=File:AddingWaveDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Finishing Touches ==</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Enemy_Spawning&diff=5460Enemy Spawning2013-11-12T16:54:27Z<p>Alex KF: /* Creating a Wave */</p>
<hr />
<div>Enemy spawning in Objective Mode is very different than it is in Wave Mode. Adding zombie volumes to an Objective Mode map will not automatically cause enemies to spawn when the map loads like they do in Wave Mode. In order to make enemies spawn you need to do abit more work, but it'll be worth it in the end because you'll have total control over what gets spawned and when! <br />
<br />
== Creating a Squad ==<br />
<br />
===Adding a Squad Designer===<br />
<br />
Before you can get an enemy to spawn you need to create a 'squad' for it. Squads contain information about the number and type of enemies that should spawn in a particular group. You could have a squad with only a single enemy in it, or a squad with dozens of enemies, it's up to you. To begin creating squads you must first place a 'KF_StorySquadDesigner' actor somewhere in your map. You can find the Squad Designer in the actor classes browser under '''Info -->KF_StorySquadDesigner'''<br><br><br />
<br />
[[File:AddSquadDesigner.jpg |left|x600px|link=File:AddSquadDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
Once the Squad designer has been placed you should select it and press F4 to open up its properties. You will notice that it has an empty array called 'Squads'. Click on this and select 'Add' to create a new entry. <br> <br />
<br />
[[File:AddSquadButton.jpg |left|x800px|link=File:AddSquadButton.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Naming your Squad===<br />
<br />
Now you should enter a name for your squad. A common convention in Tripwire maps is to name enemy squads after objectives followed by a letter to differentiate them. i.e "GoldBarSquadA". This is helpful because it reminds us which objective these enemies should be spawning for. But really you can call your squad whatever you want as long as it's not a name that has already been used somewhere else. <br><br><br />
[[File:MyCoolSquad.jpg |left|x800px|link=File:MyCoolSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
===Adding ZED types===<br />
<br />
The next step is to click 'Add' next to Squad_ZEDs. This will add a single type of enemy to your newly created squad. The ''''NumToSpawn'''' value indicates how many of that type of ZED should spawn in your squad. You can add as many different types of ZEDs as you like, including custom ones (if you are making a mod that has it's own enemy type). To do this simply set the 'ZEDType' to '''"ZED_CUSTOM"''' and select your custom enemy class from the CustomZEDClass dropdown. The squad pictured below would be comprised of a total of 5 ZEDS - two clots and 3 crawlers. <br><br><br />
<br />
[[File:ExampleSquad.jpg |left|x800px|link=File:ExampleSquad.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Creating a Wave ==<br />
<br />
=== What is a 'Wave' ? ===<br />
<br />
===Adding a Wave Designer===<br />
<br />
Now that you have created a squad it's time to set up a wave that will spawn them. To do this you must place a 'KF_StoryWaveDesigner' actor somewhere in your map. You can find the Wave Designer in the actor classes browser under '''Info -->KF_StoryWaveDesigner.''' It is usually a good idea to place your wave designer next to your squad designer, so that if you have maps with multiple wave / squad setups you can see which ones are grouped at a glance. <br><br><br />
<br />
[[File:AddingWaveDesigner.jpg |left|x600px|link=File:AddingWaveDesigner.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br><br />
<br />
== Finishing Touches ==</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=File:DialogueBox.jpg&diff=5459File:DialogueBox.jpg2013-11-12T16:47:54Z<p>Alex KF: </p>
<hr />
<div></div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Adding_Dialogue&diff=5458Adding Dialogue2013-11-12T16:47:40Z<p>Alex KF: /* Configuring your Dialogue Entry */</p>
<hr />
<div>Dialogue can be a good way to get players interested in your map's story. It can be presented as text only, or as a combination of text and audio. There can only be one dialogue box active at any given time on the player's screen. <br><br />
<br />
<br />
== Creating a Dialogue Spot ==<br />
<br />
To add dialogue to your map, you must first place a KF_DialogueSpot actor. You can find it in the actor classes browser under '''Info-->KF_DialogueSpot'''. There is no limit to the number of Dialogue Spot actors you should have in your map. Tripwire maps generally have one Dialogue Spot for each major 'conversation'. <br><br><br />
<br />
[[File:AddingDialogue.jpg |left|x400px|link=File:AddingDialogue.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
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<br />
== Adding a Dialogue Entry ==<br />
<br />
Once you have created a Dialogue spot actor you need to create a new dialogue entry. Select the Dialogue Spot and press F4 to open its properties window. Expand the KF_DialogueSpot category and click on the 'Dialogues' array. Click 'Add' to create a new Dialogue entry. <br><br><br />
<br />
[[File:NewDlgEntry.jpg |left|x400px|link=File:NewDlgEntry.jpg |left|x600px|]]<br />
<br />
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<br />
As with any other array, dialogue entries '''will try to play in the order they are entered'''. So if you want to have multiple people speaking to each-other in a single Dialogue Spot, try to order them in a way that is logical the first time around. It's pretty easy to add entries to the Dialogues array, but it can be a pain if you have to delete and re-order them at a later time.<br />
<br />
<br />
=== Configuring your Dialogue Entry ===<br />
<br />
There are a number of configurable properties available for each dialogue entry in the dialogue list. You can change the appearance of the dialogue window, add voice overs and set headers or portrait materials which appear next to the dialogue as it displays.<br><br><br />
<br />
[[File:DialogueBox.jpg |left|x400px|link=File:DialogueBox.jpg |left|x600px|]]<br />
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<br />
'''General Dialogue Properties'''<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| bLooping || Bool || If set to true, this dialogue will continue playing over and over. <br />
|-<br />
| BroadcastScope || Enum || This determines which players will receive the dialogue broadcast. By default, all players will hear / see dialogue as it is triggered. If you set the scope to 'instigator only', then only the person who caused the dialogue to play will see it.<br />
|}<br />
<br />
'''Display Properties'''<br />
<br />
These properties control the appearance of the dialogue on the HUD, as well as storing the text that should be displayed.<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| Dialogue_Header || Localized String || This text will appear at the top of the dialogue window. It is often the name of the person who is speaking, but it doesn't have to be. If you type 'self' in this field it will display your steam name.<br />
|-<br />
| Dialogue_Text || Enum || This determines which players will receive the dialogue broadcast. By default, all players will hear / see dialogue as it is triggered. If you set the scope to 'instigator only', then only the person who caused the dialogue to play will see it.<br />
|-<br />
| Portrait_BinkMovie || String || If you would like to play an animated movie next to your dialogue you can do that by entering the name of the .bink movie file here. (needs to be in your KillingFloor\Movies\ folder). Do not include the extension.<br />
|-<br />
| Portrait_Material || Material || If you would like to show a texture next to your dialogue text you should enter that here. In Tripwire maps it is usually the face of the person who is speaking to you.<br />
|-<br />
| Screen_BGMaterial || Material || This is the material that will render behind the dialogue text. If you leave it empty it will default to the standard Killing Floor 'Red box' texture. If you want there to be no background at all then plug an invisible material in here.<br />
|-<br />
| Screen_Position || Struct || Sets the Horizontal and Vertical screen position of the Dialogue window as a percentage of the total pixels on the screen. A value of (0.5,0.5) would be dead-center in the middle of the player's screen. <br />
|-<br />
| Screen_Scaling || Enum || Determines how the Screen_BGMaterial gets scaled to fit the text block. Only relevant if you have a background material that tiles a particular way.<br />
|-<br />
|}<br />
<br />
'''Dialogue Events'''<br />
<br />
This category contains a list of events that dialogue can trigger before, during and after it plays.<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| DisplayedEvent || Name || This event will be triggered '''after''' the dialogue has '''completely''' finished playing. <br />
|-<br />
| DisplayingEvent || Name || This event will be triggered the very second the dialogue '''begins''' playing.<br />
|-<br />
| RequiredEvent || Name || If you have multiple dialogues, setting an event here will cause the dialogue chain to halt until it receives an event of that name. Think of it like a 'pause' command.<br />
|-<br />
|}<br />
<br />
'''Dialogue Voiceover'''<br />
<br />
This category contains a list of variables relevant to playing dialogue voiceover audio.<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| SourceActor || Actor || This is the actor you'd like the voiceover audio to emanate from. The actor's sound properties will determine volume and attenuation. If you leave this blank the voicover will play non-spatialized/attenuated audio which is probably preferable in most cases. <br />
|-<br />
| VoiceOverSound || Sound || This is the sound wave file you want to play with your dialogue text. The duration the dialogue will appear for is determine by the length of this audio file. If there is none, it will default to 0.5 seconds per word in the text string.<br />
|-<br />
|}<br><br><br />
<br />
== Playing the Dialogue ==<br />
<br />
Dialogue '''will not play automatically''', it needs to be triggered to do so! Set a 'tag' value for your Dialogue Spot actor and trigger it when you would like the first line of dialogue to commence. Subsequent dialogue entries will play one after another until it reaches an entry with a ''''Required Event'''' at which point it will pause the dialogue playback until the event is received. If a Required Event is received for a dialogue that is not next in the list, it will automatically skip to and play this entry. Something to be aware of if you plan to play dialogue out of order.<br />
<br />
== Randomization ==<br />
<br />
Dialogue can also be randomized. This can be useful if you want to have continuous taunting from an enemy, or encouragement from an allied NPC. To randomize dialogue '''you must have more than one entry in your dialogues array.''' By setting the '''bRandomize''' flag in the Dialogue Spot's properties your dialogue spot will randomly pick one entry from its list each time the Dialogue Spot is triggered, instead of playing the entries in order.</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Adding_Dialogue&diff=5437Adding Dialogue2013-11-07T18:55:35Z<p>Alex KF: </p>
<hr />
<div>Dialogue can be a good way to get players interested in your map's story. It can be presented as text only, or as a combination of text and audio. There can only be one dialogue box active at any given time on the player's screen. <br><br />
<br />
<br />
== Creating a Dialogue Spot ==<br />
<br />
To add dialogue to your map, you must first place a KF_DialogueSpot actor. You can find it in the actor classes browser under '''Info-->KF_DialogueSpot'''. There is no limit to the number of Dialogue Spot actors you should have in your map. Tripwire maps generally have one Dialogue Spot for each major 'conversation'. <br><br><br />
<br />
[[File:AddingDialogue.jpg |left|x400px|link=File:AddingDialogue.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
== Adding a Dialogue Entry ==<br />
<br />
Once you have created a Dialogue spot actor you need to create a new dialogue entry. Select the Dialogue Spot and press F4 to open its properties window. Expand the KF_DialogueSpot category and click on the 'Dialogues' array. Click 'Add' to create a new Dialogue entry. <br><br><br />
<br />
[[File:NewDlgEntry.jpg |left|x400px|link=File:NewDlgEntry.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
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<br />
As with any other array, dialogue entries '''will try to play in the order they are entered'''. So if you want to have multiple people speaking to each-other in a single Dialogue Spot, try to order them in a way that is logical the first time around. It's pretty easy to add entries to the Dialogues array, but it can be a pain if you have to delete and re-order them at a later time.<br />
<br />
<br />
=== Configuring your Dialogue Entry ===<br />
<br />
There are a number of configurable properties available for each dialogue entry in the dialogue list. You can change the appearance of the dialogue window, add voice overs and set headers or portrait materials which appear next to the dialogue as it displays.<br><br><br />
<br />
'''General Dialogue Properties'''<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| bLooping || Bool || If set to true, this dialogue will continue playing over and over. <br />
|-<br />
| BroadcastScope || Enum || This determines which players will receive the dialogue broadcast. By default, all players will hear / see dialogue as it is triggered. If you set the scope to 'instigator only', then only the person who caused the dialogue to play will see it.<br />
|}<br />
<br />
'''Display Properties'''<br />
<br />
These properties control the appearance of the dialogue on the HUD, as well as storing the text that should be displayed.<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| Dialogue_Header || Localized String || This text will appear at the top of the dialogue window. It is often the name of the person who is speaking, but it doesn't have to be. If you type 'self' in this field it will display your steam name.<br />
|-<br />
| Dialogue_Text || Enum || This determines which players will receive the dialogue broadcast. By default, all players will hear / see dialogue as it is triggered. If you set the scope to 'instigator only', then only the person who caused the dialogue to play will see it.<br />
|-<br />
| Portrait_BinkMovie || String || If you would like to play an animated movie next to your dialogue you can do that by entering the name of the .bink movie file here. (needs to be in your KillingFloor\Movies\ folder). Do not include the extension.<br />
|-<br />
| Portrait_Material || Material || If you would like to show a texture next to your dialogue text you should enter that here. In Tripwire maps it is usually the face of the person who is speaking to you.<br />
|-<br />
| Screen_BGMaterial || Material || This is the material that will render behind the dialogue text. If you leave it empty it will default to the standard Killing Floor 'Red box' texture. If you want there to be no background at all then plug an invisible material in here.<br />
|-<br />
| Screen_Position || Struct || Sets the Horizontal and Vertical screen position of the Dialogue window as a percentage of the total pixels on the screen. A value of (0.5,0.5) would be dead-center in the middle of the player's screen. <br />
|-<br />
| Screen_Scaling || Enum || Determines how the Screen_BGMaterial gets scaled to fit the text block. Only relevant if you have a background material that tiles a particular way.<br />
|-<br />
|}<br />
<br />
'''Dialogue Events'''<br />
<br />
This category contains a list of events that dialogue can trigger before, during and after it plays.<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| DisplayedEvent || Name || This event will be triggered '''after''' the dialogue has '''completely''' finished playing. <br />
|-<br />
| DisplayingEvent || Name || This event will be triggered the very second the dialogue '''begins''' playing.<br />
|-<br />
| RequiredEvent || Name || If you have multiple dialogues, setting an event here will cause the dialogue chain to halt until it receives an event of that name. Think of it like a 'pause' command.<br />
|-<br />
|}<br />
<br />
'''Dialogue Voiceover'''<br />
<br />
This category contains a list of variables relevant to playing dialogue voiceover audio.<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| SourceActor || Actor || This is the actor you'd like the voiceover audio to emanate from. The actor's sound properties will determine volume and attenuation. If you leave this blank the voicover will play non-spatialized/attenuated audio which is probably preferable in most cases. <br />
|-<br />
| VoiceOverSound || Sound || This is the sound wave file you want to play with your dialogue text. The duration the dialogue will appear for is determine by the length of this audio file. If there is none, it will default to 0.5 seconds per word in the text string.<br />
|-<br />
|}<br><br><br />
<br />
== Playing the Dialogue ==<br />
<br />
Dialogue '''will not play automatically''', it needs to be triggered to do so! Set a 'tag' value for your Dialogue Spot actor and trigger it when you would like the first line of dialogue to commence. Subsequent dialogue entries will play one after another until it reaches an entry with a ''''Required Event'''' at which point it will pause the dialogue playback until the event is received. If a Required Event is received for a dialogue that is not next in the list, it will automatically skip to and play this entry. Something to be aware of if you plan to play dialogue out of order.<br />
<br />
== Randomization ==<br />
<br />
Dialogue can also be randomized. This can be useful if you want to have continuous taunting from an enemy, or encouragement from an allied NPC. To randomize dialogue '''you must have more than one entry in your dialogues array.''' By setting the '''bRandomize''' flag in the Dialogue Spot's properties your dialogue spot will randomly pick one entry from its list each time the Dialogue Spot is triggered, instead of playing the entries in order.</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Adding_Dialogue&diff=5436Adding Dialogue2013-11-07T18:52:49Z<p>Alex KF: /* Randomization */</p>
<hr />
<div>Dialogue can be a good way to get players interested in your map's story. It can be presented as text only, or as a combination of text and audio. There can only be one dialogue box active at any given time on the player's screen, but there is no limit to the amount of dialogue you can put in your map. <br><br />
<br />
<br />
== Creating a Dialogue Spot ==<br />
<br />
To add dialogue to your map, you must first place a KF_DialogueSpot actor. You can find it in the actor classes browser under '''Info-->KF_DialogueSpot'''. There is no limit to the number of Dialogue Spot actors you should have in your map. Tripwire maps generally have one Dialogue Spot for each major 'conversation'. <br><br><br />
<br />
[[File:AddingDialogue.jpg |left|x400px|link=File:AddingDialogue.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
== Adding a Dialogue Entry ==<br />
<br />
Once you have created a Dialogue spot actor you need to create a new dialogue entry. Select the Dialogue Spot and press F4 to open its properties window. Expand the KF_DialogueSpot category and click on the 'Dialogues' array. Click 'Add' to create a new Dialogue entry. <br><br><br />
<br />
[[File:NewDlgEntry.jpg |left|x400px|link=File:NewDlgEntry.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
As with any other array, dialogue entries '''will try to play in the order they are entered'''. So if you want to have multiple people speaking to each-other in a single Dialogue Spot, try to order them in a way that is logical the first time around. It's pretty easy to add entries to the Dialogues array, but it can be a pain if you have to delete and re-order them at a later time.<br />
<br />
<br />
=== Configuring your Dialogue Entry ===<br />
<br />
There are a number of configurable properties available for each dialogue entry in the dialogue list. You can change the appearance of the dialogue window, add voice overs and set headers or portrait materials which appear next to the dialogue as it displays.<br><br><br />
<br />
'''General Dialogue Properties'''<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| bLooping || Bool || If set to true, this dialogue will continue playing over and over. <br />
|-<br />
| BroadcastScope || Enum || This determines which players will receive the dialogue broadcast. By default, all players will hear / see dialogue as it is triggered. If you set the scope to 'instigator only', then only the person who caused the dialogue to play will see it.<br />
|}<br />
<br />
'''Display Properties'''<br />
<br />
These properties control the appearance of the dialogue on the HUD, as well as storing the text that should be displayed.<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| Dialogue_Header || Localized String || This text will appear at the top of the dialogue window. It is often the name of the person who is speaking, but it doesn't have to be. If you type 'self' in this field it will display your steam name.<br />
|-<br />
| Dialogue_Text || Enum || This determines which players will receive the dialogue broadcast. By default, all players will hear / see dialogue as it is triggered. If you set the scope to 'instigator only', then only the person who caused the dialogue to play will see it.<br />
|-<br />
| Portrait_BinkMovie || String || If you would like to play an animated movie next to your dialogue you can do that by entering the name of the .bink movie file here. (needs to be in your KillingFloor\Movies\ folder). Do not include the extension.<br />
|-<br />
| Portrait_Material || Material || If you would like to show a texture next to your dialogue text you should enter that here. In Tripwire maps it is usually the face of the person who is speaking to you.<br />
|-<br />
| Screen_BGMaterial || Material || This is the material that will render behind the dialogue text. If you leave it empty it will default to the standard Killing Floor 'Red box' texture. If you want there to be no background at all then plug an invisible material in here.<br />
|-<br />
| Screen_Position || Struct || Sets the Horizontal and Vertical screen position of the Dialogue window as a percentage of the total pixels on the screen. A value of (0.5,0.5) would be dead-center in the middle of the player's screen. <br />
|-<br />
| Screen_Scaling || Enum || Determines how the Screen_BGMaterial gets scaled to fit the text block. Only relevant if you have a background material that tiles a particular way.<br />
|-<br />
|}<br />
<br />
'''Dialogue Events'''<br />
<br />
This category contains a list of events that dialogue can trigger before, during and after it plays.<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| DisplayedEvent || Name || This event will be triggered '''after''' the dialogue has '''completely''' finished playing. <br />
|-<br />
| DisplayingEvent || Name || This event will be triggered the very second the dialogue '''begins''' playing.<br />
|-<br />
| RequiredEvent || Name || If you have multiple dialogues, setting an event here will cause the dialogue chain to halt until it receives an event of that name. Think of it like a 'pause' command.<br />
|-<br />
|}<br />
<br />
'''Dialogue Voiceover'''<br />
<br />
This category contains a list of variables relevant to playing dialogue voiceover audio.<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| SourceActor || Actor || This is the actor you'd like the voiceover audio to emanate from. The actor's sound properties will determine volume and attenuation. If you leave this blank the voicover will play non-spatialized/attenuated audio which is probably preferable in most cases. <br />
|-<br />
| VoiceOverSound || Sound || This is the sound wave file you want to play with your dialogue text. The duration the dialogue will appear for is determine by the length of this audio file. If there is none, it will default to 0.5 seconds per word in the text string.<br />
|-<br />
|}<br><br><br />
<br />
== Playing the Dialogue ==<br />
<br />
Dialogue '''will not play automatically''', it needs to be triggered to do so! Set a 'tag' value for your Dialogue Spot actor and trigger it when you would like the first line of dialogue to commence. Subsequent dialogue entries will play one after another until it reaches an entry with a ''''Required Event'''' at which point it will pause the dialogue playback until the event is received. If a Required Event is received for a dialogue that is not next in the list, it will automatically skip to and play this entry. Something to be aware of if you plan to play dialogue out of order.<br />
<br />
== Randomization ==<br />
<br />
Dialogue can also be randomized. This can be useful if you want to have continuous taunting from an enemy, or encouragement from an allied NPC. To randomize dialogue '''you must have more than one entry in your dialogues array.''' By setting the '''bRandomize''' flag in the Dialogue Spot's properties your dialogue spot will randomly pick one entry from its list each time the Dialogue Spot is triggered, instead of playing the entries in order.</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Creating_Objectives&diff=5435Creating Objectives2013-11-07T18:48:17Z<p>Alex KF: /* Adding a Progress Event */</p>
<hr />
<div>== What is an Objective? ==<br />
<br />
Objectives are the most important part of any Objective mode map. They determine how the gameplay should flow as well as setting winning / losing conditions for players. There is no limit on the number of objectives that can be placed in a map, but you should try to reduce it where possible to avoid clutter. It is important to note that '''there can only be one active objective at any given time'''. If you want to create complex 'multi-part' objectives you are often better off using multiple conditions inside a single objective than creating multiple different objective actors. Another thing to keep in mind is that objectives are always the same for all players connected to a server. You cannot assign one player an objective that is different from someone else's. Outside of these limitations, there are very few things you can't do with Objectives. They are highly configurable and capable of producing some very complex and interesting gameplay scenarios.<br />
<br />
== Placing your First Objective ==<br />
<br />
Open the Actor classes browser and navigate to StoryObjectiveBase. Expand it and you should see 'KF_StoryObjective'. <br />
<br />
[[File:StoryObjectiveBase.jpg |left|x400px|link=File:StoryObjectiveBase.jpg |left|x600px|]]<br />
<br />
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<br />
Select it and right click anywhere in your map with solid ground. You should see the option to 'Add KF_StoryObjective'. Select this option and you should now see a green icon with a checkmark in the viewport.<br />
[[File:AddObjective.jpg |left|x400px|link=File:AddObjective.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
== Naming your Objective ==<br />
<br />
Now that you have an objective in your map you need to give it a name. Select the objective and press F4 to open it's property menu. Click on 'Objective_Settings' from the list of collapsible categories so that it expands. Enter a name for your objective here. it can be whatever you want, but it helps to have it be relevant to what you want the players to do to complete it. i.e the Bloat bile objective in KFO-Frightyard is named 'CollectBloatBile'. <br><br />
<br />
[[File:ObjectiveName.jpg |left|x400px|link=File:ObjectiveName<br />
.jpg |left|x600px|]]><br />
<br />
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<br />
== Setting your Objective's order ==<br />
<br />
Now that your objective has a name, the next step is to let your map how the order in which it should be given to players. To do this, we are going to add it to a list in the level properties. <br />
<br />
Press F6 to bring up the level properties window for your map. Expand the rollout titled 'Rules_Objectives' and select 'Add' next to the StoryObjectives array. This will produce a blank field where you should enter the name that you came up with for your first objective. The order in which you enter objective names in this array is very important. '''Index [0] of the array will always be the position of the first objective you want players to complete.''' Subsequent indices in the array denote future objectives in the order you wish them to be completed. <br><br><br />
<br />
[[File:LevelRules.jpg |left|x800px|link=File:LevelRules<br />
.jpg |left|x800px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
If you have added your objective to the level info correctly, when you load the map up it should automatically start your objective when the match begins. You may not be able to see it however, because you have not configured any HUD information for your objective yet. So let's do that now ...<br />
<br />
== Configuring your objective's HUD properties ==<br />
<br />
It is easy to create an objective, but slightly harder to make it look really awesome on the player's HUD and convey exactly the right information to him about what he must do to complete it. There are a large number of properties in the objective actor's 'Objective_HUD' collapsible category which will help you fine tune the appearance of your objective and determine where on the HUD it should be rendered. At the very least you will probably want to include some kind of header text for your objective. <br> <br><br />
<br />
[[File:ObjectiveHUDTab.jpg |left|x400px|link=File:ObjectiveHUDTab<br />
.jpg |left|x400px|]]<br />
<br />
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<br />
==='''Background Properties'''===<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| Background_AspectRatio || Enum || Determines how the background texture for your objective should be scaled. In most cases you will probably want this set to 'Scaled'. <br />
|-<br />
| Background_Offset || Struct || This allows you to 'nudge' the objective header up or down if you want it aligned differently against its background texture.<br />
|-<br />
| Background_Padding || Float || This allows you to set some padding around the objective text so that it doesn't go right to the edge of the background texture. <br />
|-<br />
| Background_Texture || Material || A material to render behind the objective. You don't have to have one, but for some objectives it looks nice. <br />
|-<br />
| Background_Texture_Collapsed || Material || This property is deprecated. Don't use it.<br />
|-<br />
|}<br />
<br />
==='''Header Properties'''===<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| Header_Color || Color || Determines what color the header text should be.<br />
|-<br />
| Header_Scale || Enum || Allows you to change the size of the font used for the header.<br />
|-<br />
| Header_Text || Localized String || Any text you enter here will render at the top of your objective with a bold font.<br />
|-<br />
|}<br />
<br />
==='''Screen Position Properties'''===<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| Horizontal || Float || Sets the Horizontal (X) screen position of the Objective as a percentage of the total horizontal pixels on the screen. <br />
|-<br />
| Vertical || Float || Sets the Vertical (Y) screen position of the Objective as a percentage of the total vertical pixels on the screen. <br />
|-<br />
|}<br />
<br />
<br />
<br />
[[File:ObjectiveHUDInfo.jpg |left|x700px|link=File:ObjectiveHUDInfo<br />
.jpg |left|x700px|]]<br />
<br />
{{Col-begin}}<br />
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<br />
== Adding Conditions ==<br />
<br />
Now that you have added an objective to your map, it's time to add some conditions to it. <br />
<br />
Conditions are pieces of logic which let the Objective know when it should be considered 'complete', and whether the outcome was successful, or whether players failed to accomplish their goals.<br />
As with objectives themselves, there is no limit to the number of conditions an objective actor may contain. However, unlike objectives, conditions have replicated properties which means there could be network performance issues if you decided to have a huge number of conditions active at the same time. Use your best judgement. In general, the fewer conditions you use, the less performance overhead there will be.<br><br />
<br><br />
<br />
===Condition Types===<br />
<br />
Conditions are broken up into different 'types' which check specific things. As of the Halloween 2013 update , these are all the 'official' condition types you can use in your map:<br />
<br />
<br><br />
<br />
*[[ObjCondition_Area]]<br />
*[[ObjCondition_Counter]]<br />
*[[ObjCondition_Multi]]<br />
*[[ObjCondition_Touch]]<br />
*[[ObjCondition_Inventory]]<br />
*[[ObjCondition_Use]]<br />
*[[ObjCondition_LineOfSight]]<br />
*[[ObjCondition_ActorHealth]]<br />
*[[ObjCondition_Triggered]]<br />
*[[ObjCondition_TraderTime]]<br />
*[[ObjCondition_Random]]<br />
*[[ObjCondition_Timed]]<br />
*[[ObjCondition_WaveCounter]]<br />
<br><br />
----<br />
<br><br />
Each type of condition can be added to one of three separate categories in the objective actor. When adding a condition, the category you add it under determines what effect it will have on the completion requirements for your objective. Below is a list of each condition category and its uses. <br><br> <br />
<br />
[[File:ConditionsList.jpg |left|x700px|link=File:ConditionsList<br />
.jpg |left|x700px|]]<br />
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<br />
==='''Success Conditions'''=== <br />
----<br />
<br />
Success Conditions determine what it takes to successfully finish an objective. Each objective must have '''at least one success''' condition ,or it cannot be completed. If you choose to add multiple success conditions the objective will only be considered complete if each one of them is completed. The only exception to this rule is if you change the [[Progress Importance]] value of your conditions. <br />
<br><br />
<br><br />
''Example : If I add a 'ObjCondition_Timed' condition to my Success Conditions array, my Objective will succeed if I wait for 60 seconds.''<br />
<br />
==='''Failure Conditions'''=== <br />
----<br />
<br />
Failure Conditions determine what it takes to fail an objective. Unlike success conditions, failure conditions are entirely optional. Many objectives will not have any failure conditions at all because alot of Killing floor maps assume that failure just means dying, so there's not always a need to impose added restrictions on players. An example of a failure condition is the 'Don't let anything other than bloats fall into the trap' condition from KFO-Frightyard.<br />
<br><br />
<br><br />
'' Example : If I add a 'ObjCondition_Timed' condition to my Failure Conditions array, my Objective will fail if I take longer than 60 seconds''<br />
<br />
=== '''Optional Conditions''' ===<br />
----<br />
Optional conditions have no impact on the completion state of an objective. They exist purely to provide the player with "bonus" goals, or to display HUD information. If you want to add an extra goal for the player to achieve that isn't important, put it here.<br />
<br />
=== Creating a new Condition ===<br />
<br />
To create a new condition, expand the category you want to add the condition to, select a type of condition to add from the drop down list and then click the 'new' button on the right hand side of the properties window.<br />
<br />
[[File:NewCondition.jpg |left|x700px|link=File:NewCondition<br />
.jpg |left|x700px|]]<br />
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<br />
After adding a new condition you will notice that it displays a list of collapsible categories. Each category can be expanded to modify a different area of the condition's behaviour.<br />
<br />
=== Configuring condition HUD properties ===<br />
<br />
The 'HUD' collapsible category in the condition properties is important because it controls the amount of feedback players receive on their HUDs for that condition. Two types of information can be displayed on the HUD for each condition : "World" and "Screen". World HUD information is useful for displaying icons that hover over top of areas in the map you want players to go to, or for marking locations that are significant. Screen HUD information is useful for letting players keep tabs on how they are progressing with their current objective. You can choose to display one type of HUD information, or both, or neither. The more conditions you are displaying HUD information for, the slower your map will run, not to mention your HUD will start to look very confusing - So exercise restraint. <br><br> <br />
<br />
{{note|HUD_Screen information will always render in a 'list' format underneath the objective's header, in the order the condition was added to the objective. The only exception is when you have conditions which are not immediately active. These will appear at the bottom of the list at the time of their activation, regardless of their position in the actual array}}<br />
<br />
<br />
===='''World Properties'''====<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| World_Texture || Material || Displays a material in the world at the location of the World_Location actor.<br />
|-<br />
| World_Texture_Scale || Float || Modifies the size of World_Texture on the HUD. a value of 1.0 means it displays at whatever the resolution of the material is.<br />
|-<br />
| World_Hint || Localized String || Displays localized text underneath the World_Texture at the position of the World_Location actor. <br />
|-<br />
| World_Location || Actor || HUD_World information displays at the location of this actor. <br />
|-<br />
| bShowWhispTrail || Bool || If true, display a whisp trail leading from the player to the position of the World_Location actor.<br />
|-<br />
| bHide || Bool || Don't render any HUD information for this condition in world space. '''Does not affect the whisp trail.''' <br />
|-<br />
| bIgnoreWorldLocHidden || Bool || By default, world HUD information will not render if the World_Location actor is hidden. This bool overrides that behavior.<br />
|-<br />
| World_Clr || Color || What color the text & icon should be in the world. Note : this color value modulates the base color of the World_Texture, so if the it already has a tint it will blend with this value.<br />
|-<br />
| Whisp_Clr || Color || What color the whisp trail has if bShowWhispTrail is true.<br />
|-<br />
|}<br />
<br />
===='''Screen Properties'''====<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| Screen_Hint || Localized String || Displays a hint on the HUD which is concatenated with whatever data is displaying for the condition. i.e if it's a timed condition and the screen_hint was "Time left:" you would see "Time Left : 00:60" on the HUD.<br />
|-<br />
| Screen_CountStyle || Enum || Determines whether the condition should 'count up' , 'count down' or not display any data string at all. <br />
|-<br />
| Screen_ProgressStyle || Enum || Determines whether this condition displays with a graphical progress bar or if it should be text-only.<br />
|-<br />
| FontScale || Enum || Scales the text size of the condition hint. <br />
|-<br />
| bShowCheckbox || Bool || If true, display a graphical checkbox to the left of the condition hint which gets ticked off when the condition is completed.<br />
|-<br />
| bShowStrikethrough || Bool || If true, display a strikethrough effect overtop of the hint when the condition is completed.<br />
|-<br />
| Screen_ProgressbarBG || Material || A material to draw behind the Screen hint for this condition. only relevant if Screen_ProgressStyle is not set to 'Text Only' or 'Hide' <br />
|-<br />
| Screen_ProgressBarFill ||Material || A material to draw for the progress bar fill if Screen_ProgressStyle is not set to 'Text Only' or 'Hide'<br />
|-<br />
| Screen_Clr || Color || A color to tint all of the screen HUD information by. <br />
|-<br />
|}<br />
<br><br />
<br><br />
<br />
[[File:ScreenWorld.jpg |left|x700px|link=File:ScreenWorld<br />
.jpg |left|x700px|]]<br />
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<br />
== Adding Actions ==<br />
<br />
Now that you have added conditions to your objective, the next step is adding actions. Actions tell the game which objective it should go to after the current one is complete, or whether it is time to end the game. Unlike conditions, each objective can only have a single action for success and failure. <br><br> <br />
<br />
===Action Types===<br />
<br />
The types of actions an objective can have are as follows :<br />
<br />
*[[ObjAction_GoToObjective]]<br />
*[[ObjAction_GoToNextObjective]]<br />
*[[ObjAction_GoToLastObjective]]<br />
*[[ObjAction_LoseGame]]<br />
*[[ObjAction_Random]]<br />
*[[ObjAction_ResetCurrentObjective]]<br />
*[[ObjAction_RestartFromCheckpoint]]<br />
*[[ObjAction_WinGame]]<br><br><br />
<br />
=== Creating a new Action ===<br />
<br />
To create a new action, expand the category you want to add the action to, select a type of action to add from the drop down list and then click the 'new' button on the right hand side of the properties window.<br />
<br />
[[File:SuccessAction.jpg |left|x700px|link=File:SuccessAction<br />
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<br />
{{note|By default, each objective has a 'ObjAction_GoToNextObjective' success action. If you want your objective to do something different, simply select the default action and click 'Clear' , then add your own action in place of it.}}<br><br />
<br />
== Using Objectives to Trigger Events ==<br />
<br />
Objectives can be used as a way of directing events in your map. Typical examples of objective controlled events would be - Making enemies start spawning when an objective begins, or making a door open when the objective is completed successfully. There are no limitations on how you use events, but it is important to understand exactly when they are triggered, and which type of event you want to use for a given situation. Below is a list of all the events you have at your disposal in Objective Mode. <br> <br><br />
<br />
[[File:ObjectiveEvents.jpg |left|x400px|link=File:ObjectiveEvents<br />
.jpg |left|x600px|]]<br />
<br />
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<br />
===Activation Events===<br />
<br />
Activation events are triggered the moment an objective begins. They are triggered in the order in which they are entered in the array, so if you want something to happen before another, move it closer to index 0. There is no limit to the number of activation events you can have, and the performance cost of having a large number of them is minor.<br />
<br />
===De-Activation Events===<br />
<br />
De-Activation events are the opposite of activation events. They will be triggered the moment an objective ceases to be the player's current goal. This can be as a result of the objective being completed, failed, or if another different objective was manually trigger-activated.<br />
<br />
===Completion Events===<br />
<br />
Completion events are triggered when players complete an objective successfully. They are only triggered if '''all''' of an objective's success conditions are met. They will not be triggered if the objective is partially completed, or failed.<br />
<br />
===Failure Events===<br />
<br />
Failure events are triggered if players fail an objective. Failure events are only triggered if '''all''' of an objective's failure conditions are met. They will not be triggered if the objective is partially failed, or is completed successfully.<br />
<br />
===Condition Progress Events===<br />
<br />
----<br />
<br><br />
Since objectives can take a while to complete you will almost certainly want to have additional events firing off at various points along the way. This is where condition 'Progress Events' come in handy. Unlike completion and failure events, they do not require that the objective be 100% complete or 100% failed. In this way they allow you to have a lot more control over the timing of your events, but they also take a little more work to set up.<br />
<br />
====Adding a Progress Event====<br />
<br />
To add a new progress event to a condition, select the condition and expand the 'Events' category. Then click on 'Progress Events' and select the 'Add' button.<br />
<br />
[[File:AddProgressEvent.jpg |left|x400px|link=File:AddProgressEvent<br />
.jpg |left|x600px|]]<br />
<br />
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<br />
'''Progress Event Properties'''<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| EventName || Name || This is the event that will get triggered when the condition's completion state is more than 'progress pct'<br />
|-<br />
| ProgressPct || Float || This should be a value between 0 and 1. Whenever the condition's overall completion state is greater than this value, 'EventName' will be fired. i.e If you want an event to happen after 30 seconds out of 60 for a timed condition you would enter a value of 0.5 here as this represents 50% completion. Certain condition types such as ObjCondition_Triggered will only ever have completion percentages of 0 or 1 as they are either incomplete, or fully complete.<br />
|-<br />
| bRetriggerable || Bool || By default, once a progress event is triggered it will never trigger again until the objective is reset. If you set this bool to true it can trigger over and over again without requiring a reset.<br />
|-<br />
|}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Creating_Objectives&diff=5434Creating Objectives2013-11-07T18:47:44Z<p>Alex KF: /* Adding a Progress Event */</p>
<hr />
<div>== What is an Objective? ==<br />
<br />
Objectives are the most important part of any Objective mode map. They determine how the gameplay should flow as well as setting winning / losing conditions for players. There is no limit on the number of objectives that can be placed in a map, but you should try to reduce it where possible to avoid clutter. It is important to note that '''there can only be one active objective at any given time'''. If you want to create complex 'multi-part' objectives you are often better off using multiple conditions inside a single objective than creating multiple different objective actors. Another thing to keep in mind is that objectives are always the same for all players connected to a server. You cannot assign one player an objective that is different from someone else's. Outside of these limitations, there are very few things you can't do with Objectives. They are highly configurable and capable of producing some very complex and interesting gameplay scenarios.<br />
<br />
== Placing your First Objective ==<br />
<br />
Open the Actor classes browser and navigate to StoryObjectiveBase. Expand it and you should see 'KF_StoryObjective'. <br />
<br />
[[File:StoryObjectiveBase.jpg |left|x400px|link=File:StoryObjectiveBase.jpg |left|x600px|]]<br />
<br />
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<br />
Select it and right click anywhere in your map with solid ground. You should see the option to 'Add KF_StoryObjective'. Select this option and you should now see a green icon with a checkmark in the viewport.<br />
[[File:AddObjective.jpg |left|x400px|link=File:AddObjective.jpg |left|x600px|]]<br />
<br />
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<br />
== Naming your Objective ==<br />
<br />
Now that you have an objective in your map you need to give it a name. Select the objective and press F4 to open it's property menu. Click on 'Objective_Settings' from the list of collapsible categories so that it expands. Enter a name for your objective here. it can be whatever you want, but it helps to have it be relevant to what you want the players to do to complete it. i.e the Bloat bile objective in KFO-Frightyard is named 'CollectBloatBile'. <br><br />
<br />
[[File:ObjectiveName.jpg |left|x400px|link=File:ObjectiveName<br />
.jpg |left|x600px|]]><br />
<br />
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<br />
== Setting your Objective's order ==<br />
<br />
Now that your objective has a name, the next step is to let your map how the order in which it should be given to players. To do this, we are going to add it to a list in the level properties. <br />
<br />
Press F6 to bring up the level properties window for your map. Expand the rollout titled 'Rules_Objectives' and select 'Add' next to the StoryObjectives array. This will produce a blank field where you should enter the name that you came up with for your first objective. The order in which you enter objective names in this array is very important. '''Index [0] of the array will always be the position of the first objective you want players to complete.''' Subsequent indices in the array denote future objectives in the order you wish them to be completed. <br><br><br />
<br />
[[File:LevelRules.jpg |left|x800px|link=File:LevelRules<br />
.jpg |left|x800px|]]<br />
<br />
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<br />
If you have added your objective to the level info correctly, when you load the map up it should automatically start your objective when the match begins. You may not be able to see it however, because you have not configured any HUD information for your objective yet. So let's do that now ...<br />
<br />
== Configuring your objective's HUD properties ==<br />
<br />
It is easy to create an objective, but slightly harder to make it look really awesome on the player's HUD and convey exactly the right information to him about what he must do to complete it. There are a large number of properties in the objective actor's 'Objective_HUD' collapsible category which will help you fine tune the appearance of your objective and determine where on the HUD it should be rendered. At the very least you will probably want to include some kind of header text for your objective. <br> <br><br />
<br />
[[File:ObjectiveHUDTab.jpg |left|x400px|link=File:ObjectiveHUDTab<br />
.jpg |left|x400px|]]<br />
<br />
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<br />
==='''Background Properties'''===<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| Background_AspectRatio || Enum || Determines how the background texture for your objective should be scaled. In most cases you will probably want this set to 'Scaled'. <br />
|-<br />
| Background_Offset || Struct || This allows you to 'nudge' the objective header up or down if you want it aligned differently against its background texture.<br />
|-<br />
| Background_Padding || Float || This allows you to set some padding around the objective text so that it doesn't go right to the edge of the background texture. <br />
|-<br />
| Background_Texture || Material || A material to render behind the objective. You don't have to have one, but for some objectives it looks nice. <br />
|-<br />
| Background_Texture_Collapsed || Material || This property is deprecated. Don't use it.<br />
|-<br />
|}<br />
<br />
==='''Header Properties'''===<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| Header_Color || Color || Determines what color the header text should be.<br />
|-<br />
| Header_Scale || Enum || Allows you to change the size of the font used for the header.<br />
|-<br />
| Header_Text || Localized String || Any text you enter here will render at the top of your objective with a bold font.<br />
|-<br />
|}<br />
<br />
==='''Screen Position Properties'''===<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| Horizontal || Float || Sets the Horizontal (X) screen position of the Objective as a percentage of the total horizontal pixels on the screen. <br />
|-<br />
| Vertical || Float || Sets the Vertical (Y) screen position of the Objective as a percentage of the total vertical pixels on the screen. <br />
|-<br />
|}<br />
<br />
<br />
<br />
[[File:ObjectiveHUDInfo.jpg |left|x700px|link=File:ObjectiveHUDInfo<br />
.jpg |left|x700px|]]<br />
<br />
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<br />
== Adding Conditions ==<br />
<br />
Now that you have added an objective to your map, it's time to add some conditions to it. <br />
<br />
Conditions are pieces of logic which let the Objective know when it should be considered 'complete', and whether the outcome was successful, or whether players failed to accomplish their goals.<br />
As with objectives themselves, there is no limit to the number of conditions an objective actor may contain. However, unlike objectives, conditions have replicated properties which means there could be network performance issues if you decided to have a huge number of conditions active at the same time. Use your best judgement. In general, the fewer conditions you use, the less performance overhead there will be.<br><br />
<br><br />
<br />
===Condition Types===<br />
<br />
Conditions are broken up into different 'types' which check specific things. As of the Halloween 2013 update , these are all the 'official' condition types you can use in your map:<br />
<br />
<br><br />
<br />
*[[ObjCondition_Area]]<br />
*[[ObjCondition_Counter]]<br />
*[[ObjCondition_Multi]]<br />
*[[ObjCondition_Touch]]<br />
*[[ObjCondition_Inventory]]<br />
*[[ObjCondition_Use]]<br />
*[[ObjCondition_LineOfSight]]<br />
*[[ObjCondition_ActorHealth]]<br />
*[[ObjCondition_Triggered]]<br />
*[[ObjCondition_TraderTime]]<br />
*[[ObjCondition_Random]]<br />
*[[ObjCondition_Timed]]<br />
*[[ObjCondition_WaveCounter]]<br />
<br><br />
----<br />
<br><br />
Each type of condition can be added to one of three separate categories in the objective actor. When adding a condition, the category you add it under determines what effect it will have on the completion requirements for your objective. Below is a list of each condition category and its uses. <br><br> <br />
<br />
[[File:ConditionsList.jpg |left|x700px|link=File:ConditionsList<br />
.jpg |left|x700px|]]<br />
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<br />
==='''Success Conditions'''=== <br />
----<br />
<br />
Success Conditions determine what it takes to successfully finish an objective. Each objective must have '''at least one success''' condition ,or it cannot be completed. If you choose to add multiple success conditions the objective will only be considered complete if each one of them is completed. The only exception to this rule is if you change the [[Progress Importance]] value of your conditions. <br />
<br><br />
<br><br />
''Example : If I add a 'ObjCondition_Timed' condition to my Success Conditions array, my Objective will succeed if I wait for 60 seconds.''<br />
<br />
==='''Failure Conditions'''=== <br />
----<br />
<br />
Failure Conditions determine what it takes to fail an objective. Unlike success conditions, failure conditions are entirely optional. Many objectives will not have any failure conditions at all because alot of Killing floor maps assume that failure just means dying, so there's not always a need to impose added restrictions on players. An example of a failure condition is the 'Don't let anything other than bloats fall into the trap' condition from KFO-Frightyard.<br />
<br><br />
<br><br />
'' Example : If I add a 'ObjCondition_Timed' condition to my Failure Conditions array, my Objective will fail if I take longer than 60 seconds''<br />
<br />
=== '''Optional Conditions''' ===<br />
----<br />
Optional conditions have no impact on the completion state of an objective. They exist purely to provide the player with "bonus" goals, or to display HUD information. If you want to add an extra goal for the player to achieve that isn't important, put it here.<br />
<br />
=== Creating a new Condition ===<br />
<br />
To create a new condition, expand the category you want to add the condition to, select a type of condition to add from the drop down list and then click the 'new' button on the right hand side of the properties window.<br />
<br />
[[File:NewCondition.jpg |left|x700px|link=File:NewCondition<br />
.jpg |left|x700px|]]<br />
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<br />
After adding a new condition you will notice that it displays a list of collapsible categories. Each category can be expanded to modify a different area of the condition's behaviour.<br />
<br />
=== Configuring condition HUD properties ===<br />
<br />
The 'HUD' collapsible category in the condition properties is important because it controls the amount of feedback players receive on their HUDs for that condition. Two types of information can be displayed on the HUD for each condition : "World" and "Screen". World HUD information is useful for displaying icons that hover over top of areas in the map you want players to go to, or for marking locations that are significant. Screen HUD information is useful for letting players keep tabs on how they are progressing with their current objective. You can choose to display one type of HUD information, or both, or neither. The more conditions you are displaying HUD information for, the slower your map will run, not to mention your HUD will start to look very confusing - So exercise restraint. <br><br> <br />
<br />
{{note|HUD_Screen information will always render in a 'list' format underneath the objective's header, in the order the condition was added to the objective. The only exception is when you have conditions which are not immediately active. These will appear at the bottom of the list at the time of their activation, regardless of their position in the actual array}}<br />
<br />
<br />
===='''World Properties'''====<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| World_Texture || Material || Displays a material in the world at the location of the World_Location actor.<br />
|-<br />
| World_Texture_Scale || Float || Modifies the size of World_Texture on the HUD. a value of 1.0 means it displays at whatever the resolution of the material is.<br />
|-<br />
| World_Hint || Localized String || Displays localized text underneath the World_Texture at the position of the World_Location actor. <br />
|-<br />
| World_Location || Actor || HUD_World information displays at the location of this actor. <br />
|-<br />
| bShowWhispTrail || Bool || If true, display a whisp trail leading from the player to the position of the World_Location actor.<br />
|-<br />
| bHide || Bool || Don't render any HUD information for this condition in world space. '''Does not affect the whisp trail.''' <br />
|-<br />
| bIgnoreWorldLocHidden || Bool || By default, world HUD information will not render if the World_Location actor is hidden. This bool overrides that behavior.<br />
|-<br />
| World_Clr || Color || What color the text & icon should be in the world. Note : this color value modulates the base color of the World_Texture, so if the it already has a tint it will blend with this value.<br />
|-<br />
| Whisp_Clr || Color || What color the whisp trail has if bShowWhispTrail is true.<br />
|-<br />
|}<br />
<br />
===='''Screen Properties'''====<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| Screen_Hint || Localized String || Displays a hint on the HUD which is concatenated with whatever data is displaying for the condition. i.e if it's a timed condition and the screen_hint was "Time left:" you would see "Time Left : 00:60" on the HUD.<br />
|-<br />
| Screen_CountStyle || Enum || Determines whether the condition should 'count up' , 'count down' or not display any data string at all. <br />
|-<br />
| Screen_ProgressStyle || Enum || Determines whether this condition displays with a graphical progress bar or if it should be text-only.<br />
|-<br />
| FontScale || Enum || Scales the text size of the condition hint. <br />
|-<br />
| bShowCheckbox || Bool || If true, display a graphical checkbox to the left of the condition hint which gets ticked off when the condition is completed.<br />
|-<br />
| bShowStrikethrough || Bool || If true, display a strikethrough effect overtop of the hint when the condition is completed.<br />
|-<br />
| Screen_ProgressbarBG || Material || A material to draw behind the Screen hint for this condition. only relevant if Screen_ProgressStyle is not set to 'Text Only' or 'Hide' <br />
|-<br />
| Screen_ProgressBarFill ||Material || A material to draw for the progress bar fill if Screen_ProgressStyle is not set to 'Text Only' or 'Hide'<br />
|-<br />
| Screen_Clr || Color || A color to tint all of the screen HUD information by. <br />
|-<br />
|}<br />
<br><br />
<br><br />
<br />
[[File:ScreenWorld.jpg |left|x700px|link=File:ScreenWorld<br />
.jpg |left|x700px|]]<br />
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<br />
== Adding Actions ==<br />
<br />
Now that you have added conditions to your objective, the next step is adding actions. Actions tell the game which objective it should go to after the current one is complete, or whether it is time to end the game. Unlike conditions, each objective can only have a single action for success and failure. <br><br> <br />
<br />
===Action Types===<br />
<br />
The types of actions an objective can have are as follows :<br />
<br />
*[[ObjAction_GoToObjective]]<br />
*[[ObjAction_GoToNextObjective]]<br />
*[[ObjAction_GoToLastObjective]]<br />
*[[ObjAction_LoseGame]]<br />
*[[ObjAction_Random]]<br />
*[[ObjAction_ResetCurrentObjective]]<br />
*[[ObjAction_RestartFromCheckpoint]]<br />
*[[ObjAction_WinGame]]<br><br><br />
<br />
=== Creating a new Action ===<br />
<br />
To create a new action, expand the category you want to add the action to, select a type of action to add from the drop down list and then click the 'new' button on the right hand side of the properties window.<br />
<br />
[[File:SuccessAction.jpg |left|x700px|link=File:SuccessAction<br />
.jpg |left|x700px|]]<br />
{{Col-begin}}<br />
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<br />
{{note|By default, each objective has a 'ObjAction_GoToNextObjective' success action. If you want your objective to do something different, simply select the default action and click 'Clear' , then add your own action in place of it.}}<br><br />
<br />
== Using Objectives to Trigger Events ==<br />
<br />
Objectives can be used as a way of directing events in your map. Typical examples of objective controlled events would be - Making enemies start spawning when an objective begins, or making a door open when the objective is completed successfully. There are no limitations on how you use events, but it is important to understand exactly when they are triggered, and which type of event you want to use for a given situation. Below is a list of all the events you have at your disposal in Objective Mode. <br> <br><br />
<br />
[[File:ObjectiveEvents.jpg |left|x400px|link=File:ObjectiveEvents<br />
.jpg |left|x600px|]]<br />
<br />
{{Col-begin}}<br />
{{Col-break}}<br />
<br />
===Activation Events===<br />
<br />
Activation events are triggered the moment an objective begins. They are triggered in the order in which they are entered in the array, so if you want something to happen before another, move it closer to index 0. There is no limit to the number of activation events you can have, and the performance cost of having a large number of them is minor.<br />
<br />
===De-Activation Events===<br />
<br />
De-Activation events are the opposite of activation events. They will be triggered the moment an objective ceases to be the player's current goal. This can be as a result of the objective being completed, failed, or if another different objective was manually trigger-activated.<br />
<br />
===Completion Events===<br />
<br />
Completion events are triggered when players complete an objective successfully. They are only triggered if '''all''' of an objective's success conditions are met. They will not be triggered if the objective is partially completed, or failed.<br />
<br />
===Failure Events===<br />
<br />
Failure events are triggered if players fail an objective. Failure events are only triggered if '''all''' of an objective's failure conditions are met. They will not be triggered if the objective is partially failed, or is completed successfully.<br />
<br />
===Condition Progress Events===<br />
<br />
----<br />
<br><br />
Since objectives can take a while to complete you will almost certainly want to have additional events firing off at various points along the way. This is where condition 'Progress Events' come in handy. Unlike completion and failure events, they do not require that the objective be 100% complete or 100% failed. In this way they allow you to have a lot more control over the timing of your events, but they also take a little more work to set up.<br />
<br />
====Adding a Progress Event====<br />
<br />
To add a new progress event to a condition, select the condition and expand the 'Events' category. Then click on 'Progress Events' and select the 'Add' button.<br />
<br />
[[File:AddProgressEvent.jpg |left|x400px|link=File:AddProgressEvent<br />
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'''Progress Event Properties'''<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| EventName || Name || This is the event that will get triggered when the condition's completion state is more than 'progress pct'<br />
|-<br />
| ProgressPct || Float || This should be a value between 0 and 1. Whenever the condition's overall completion state is greater than this value, 'EventName' will be fired. i.e If you want an event to happen after 30 seconds out of 60 for a timed condition you would enter a value of 0.5 here as this represents 50% completion. Certain condition types such as ObjCondition_Triggered will only ever have completion %ages of 0 or 1<br />
|-<br />
| bRetriggerable || Bool || By default, once a progress event is triggered it will never trigger again until the objective is reset. If you set this bool to true it can trigger over and over again without requiring a reset.<br />
|-<br />
|}</div>Alex KFhttps://wiki.tripwireinteractive.com/index.php?title=Creating_Objectives&diff=5433Creating Objectives2013-11-07T18:46:50Z<p>Alex KF: /* Adding a Progress Event */</p>
<hr />
<div>== What is an Objective? ==<br />
<br />
Objectives are the most important part of any Objective mode map. They determine how the gameplay should flow as well as setting winning / losing conditions for players. There is no limit on the number of objectives that can be placed in a map, but you should try to reduce it where possible to avoid clutter. It is important to note that '''there can only be one active objective at any given time'''. If you want to create complex 'multi-part' objectives you are often better off using multiple conditions inside a single objective than creating multiple different objective actors. Another thing to keep in mind is that objectives are always the same for all players connected to a server. You cannot assign one player an objective that is different from someone else's. Outside of these limitations, there are very few things you can't do with Objectives. They are highly configurable and capable of producing some very complex and interesting gameplay scenarios.<br />
<br />
== Placing your First Objective ==<br />
<br />
Open the Actor classes browser and navigate to StoryObjectiveBase. Expand it and you should see 'KF_StoryObjective'. <br />
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[[File:StoryObjectiveBase.jpg |left|x400px|link=File:StoryObjectiveBase.jpg |left|x600px|]]<br />
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Select it and right click anywhere in your map with solid ground. You should see the option to 'Add KF_StoryObjective'. Select this option and you should now see a green icon with a checkmark in the viewport.<br />
[[File:AddObjective.jpg |left|x400px|link=File:AddObjective.jpg |left|x600px|]]<br />
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== Naming your Objective ==<br />
<br />
Now that you have an objective in your map you need to give it a name. Select the objective and press F4 to open it's property menu. Click on 'Objective_Settings' from the list of collapsible categories so that it expands. Enter a name for your objective here. it can be whatever you want, but it helps to have it be relevant to what you want the players to do to complete it. i.e the Bloat bile objective in KFO-Frightyard is named 'CollectBloatBile'. <br><br />
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[[File:ObjectiveName.jpg |left|x400px|link=File:ObjectiveName<br />
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== Setting your Objective's order ==<br />
<br />
Now that your objective has a name, the next step is to let your map how the order in which it should be given to players. To do this, we are going to add it to a list in the level properties. <br />
<br />
Press F6 to bring up the level properties window for your map. Expand the rollout titled 'Rules_Objectives' and select 'Add' next to the StoryObjectives array. This will produce a blank field where you should enter the name that you came up with for your first objective. The order in which you enter objective names in this array is very important. '''Index [0] of the array will always be the position of the first objective you want players to complete.''' Subsequent indices in the array denote future objectives in the order you wish them to be completed. <br><br><br />
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[[File:LevelRules.jpg |left|x800px|link=File:LevelRules<br />
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If you have added your objective to the level info correctly, when you load the map up it should automatically start your objective when the match begins. You may not be able to see it however, because you have not configured any HUD information for your objective yet. So let's do that now ...<br />
<br />
== Configuring your objective's HUD properties ==<br />
<br />
It is easy to create an objective, but slightly harder to make it look really awesome on the player's HUD and convey exactly the right information to him about what he must do to complete it. There are a large number of properties in the objective actor's 'Objective_HUD' collapsible category which will help you fine tune the appearance of your objective and determine where on the HUD it should be rendered. At the very least you will probably want to include some kind of header text for your objective. <br> <br><br />
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[[File:ObjectiveHUDTab.jpg |left|x400px|link=File:ObjectiveHUDTab<br />
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==='''Background Properties'''===<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| Background_AspectRatio || Enum || Determines how the background texture for your objective should be scaled. In most cases you will probably want this set to 'Scaled'. <br />
|-<br />
| Background_Offset || Struct || This allows you to 'nudge' the objective header up or down if you want it aligned differently against its background texture.<br />
|-<br />
| Background_Padding || Float || This allows you to set some padding around the objective text so that it doesn't go right to the edge of the background texture. <br />
|-<br />
| Background_Texture || Material || A material to render behind the objective. You don't have to have one, but for some objectives it looks nice. <br />
|-<br />
| Background_Texture_Collapsed || Material || This property is deprecated. Don't use it.<br />
|-<br />
|}<br />
<br />
==='''Header Properties'''===<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| Header_Color || Color || Determines what color the header text should be.<br />
|-<br />
| Header_Scale || Enum || Allows you to change the size of the font used for the header.<br />
|-<br />
| Header_Text || Localized String || Any text you enter here will render at the top of your objective with a bold font.<br />
|-<br />
|}<br />
<br />
==='''Screen Position Properties'''===<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| Horizontal || Float || Sets the Horizontal (X) screen position of the Objective as a percentage of the total horizontal pixels on the screen. <br />
|-<br />
| Vertical || Float || Sets the Vertical (Y) screen position of the Objective as a percentage of the total vertical pixels on the screen. <br />
|-<br />
|}<br />
<br />
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[[File:ObjectiveHUDInfo.jpg |left|x700px|link=File:ObjectiveHUDInfo<br />
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== Adding Conditions ==<br />
<br />
Now that you have added an objective to your map, it's time to add some conditions to it. <br />
<br />
Conditions are pieces of logic which let the Objective know when it should be considered 'complete', and whether the outcome was successful, or whether players failed to accomplish their goals.<br />
As with objectives themselves, there is no limit to the number of conditions an objective actor may contain. However, unlike objectives, conditions have replicated properties which means there could be network performance issues if you decided to have a huge number of conditions active at the same time. Use your best judgement. In general, the fewer conditions you use, the less performance overhead there will be.<br><br />
<br><br />
<br />
===Condition Types===<br />
<br />
Conditions are broken up into different 'types' which check specific things. As of the Halloween 2013 update , these are all the 'official' condition types you can use in your map:<br />
<br />
<br><br />
<br />
*[[ObjCondition_Area]]<br />
*[[ObjCondition_Counter]]<br />
*[[ObjCondition_Multi]]<br />
*[[ObjCondition_Touch]]<br />
*[[ObjCondition_Inventory]]<br />
*[[ObjCondition_Use]]<br />
*[[ObjCondition_LineOfSight]]<br />
*[[ObjCondition_ActorHealth]]<br />
*[[ObjCondition_Triggered]]<br />
*[[ObjCondition_TraderTime]]<br />
*[[ObjCondition_Random]]<br />
*[[ObjCondition_Timed]]<br />
*[[ObjCondition_WaveCounter]]<br />
<br><br />
----<br />
<br><br />
Each type of condition can be added to one of three separate categories in the objective actor. When adding a condition, the category you add it under determines what effect it will have on the completion requirements for your objective. Below is a list of each condition category and its uses. <br><br> <br />
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[[File:ConditionsList.jpg |left|x700px|link=File:ConditionsList<br />
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==='''Success Conditions'''=== <br />
----<br />
<br />
Success Conditions determine what it takes to successfully finish an objective. Each objective must have '''at least one success''' condition ,or it cannot be completed. If you choose to add multiple success conditions the objective will only be considered complete if each one of them is completed. The only exception to this rule is if you change the [[Progress Importance]] value of your conditions. <br />
<br><br />
<br><br />
''Example : If I add a 'ObjCondition_Timed' condition to my Success Conditions array, my Objective will succeed if I wait for 60 seconds.''<br />
<br />
==='''Failure Conditions'''=== <br />
----<br />
<br />
Failure Conditions determine what it takes to fail an objective. Unlike success conditions, failure conditions are entirely optional. Many objectives will not have any failure conditions at all because alot of Killing floor maps assume that failure just means dying, so there's not always a need to impose added restrictions on players. An example of a failure condition is the 'Don't let anything other than bloats fall into the trap' condition from KFO-Frightyard.<br />
<br><br />
<br><br />
'' Example : If I add a 'ObjCondition_Timed' condition to my Failure Conditions array, my Objective will fail if I take longer than 60 seconds''<br />
<br />
=== '''Optional Conditions''' ===<br />
----<br />
Optional conditions have no impact on the completion state of an objective. They exist purely to provide the player with "bonus" goals, or to display HUD information. If you want to add an extra goal for the player to achieve that isn't important, put it here.<br />
<br />
=== Creating a new Condition ===<br />
<br />
To create a new condition, expand the category you want to add the condition to, select a type of condition to add from the drop down list and then click the 'new' button on the right hand side of the properties window.<br />
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[[File:NewCondition.jpg |left|x700px|link=File:NewCondition<br />
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After adding a new condition you will notice that it displays a list of collapsible categories. Each category can be expanded to modify a different area of the condition's behaviour.<br />
<br />
=== Configuring condition HUD properties ===<br />
<br />
The 'HUD' collapsible category in the condition properties is important because it controls the amount of feedback players receive on their HUDs for that condition. Two types of information can be displayed on the HUD for each condition : "World" and "Screen". World HUD information is useful for displaying icons that hover over top of areas in the map you want players to go to, or for marking locations that are significant. Screen HUD information is useful for letting players keep tabs on how they are progressing with their current objective. You can choose to display one type of HUD information, or both, or neither. The more conditions you are displaying HUD information for, the slower your map will run, not to mention your HUD will start to look very confusing - So exercise restraint. <br><br> <br />
<br />
{{note|HUD_Screen information will always render in a 'list' format underneath the objective's header, in the order the condition was added to the objective. The only exception is when you have conditions which are not immediately active. These will appear at the bottom of the list at the time of their activation, regardless of their position in the actual array}}<br />
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===='''World Properties'''====<br />
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{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| World_Texture || Material || Displays a material in the world at the location of the World_Location actor.<br />
|-<br />
| World_Texture_Scale || Float || Modifies the size of World_Texture on the HUD. a value of 1.0 means it displays at whatever the resolution of the material is.<br />
|-<br />
| World_Hint || Localized String || Displays localized text underneath the World_Texture at the position of the World_Location actor. <br />
|-<br />
| World_Location || Actor || HUD_World information displays at the location of this actor. <br />
|-<br />
| bShowWhispTrail || Bool || If true, display a whisp trail leading from the player to the position of the World_Location actor.<br />
|-<br />
| bHide || Bool || Don't render any HUD information for this condition in world space. '''Does not affect the whisp trail.''' <br />
|-<br />
| bIgnoreWorldLocHidden || Bool || By default, world HUD information will not render if the World_Location actor is hidden. This bool overrides that behavior.<br />
|-<br />
| World_Clr || Color || What color the text & icon should be in the world. Note : this color value modulates the base color of the World_Texture, so if the it already has a tint it will blend with this value.<br />
|-<br />
| Whisp_Clr || Color || What color the whisp trail has if bShowWhispTrail is true.<br />
|-<br />
|}<br />
<br />
===='''Screen Properties'''====<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| Screen_Hint || Localized String || Displays a hint on the HUD which is concatenated with whatever data is displaying for the condition. i.e if it's a timed condition and the screen_hint was "Time left:" you would see "Time Left : 00:60" on the HUD.<br />
|-<br />
| Screen_CountStyle || Enum || Determines whether the condition should 'count up' , 'count down' or not display any data string at all. <br />
|-<br />
| Screen_ProgressStyle || Enum || Determines whether this condition displays with a graphical progress bar or if it should be text-only.<br />
|-<br />
| FontScale || Enum || Scales the text size of the condition hint. <br />
|-<br />
| bShowCheckbox || Bool || If true, display a graphical checkbox to the left of the condition hint which gets ticked off when the condition is completed.<br />
|-<br />
| bShowStrikethrough || Bool || If true, display a strikethrough effect overtop of the hint when the condition is completed.<br />
|-<br />
| Screen_ProgressbarBG || Material || A material to draw behind the Screen hint for this condition. only relevant if Screen_ProgressStyle is not set to 'Text Only' or 'Hide' <br />
|-<br />
| Screen_ProgressBarFill ||Material || A material to draw for the progress bar fill if Screen_ProgressStyle is not set to 'Text Only' or 'Hide'<br />
|-<br />
| Screen_Clr || Color || A color to tint all of the screen HUD information by. <br />
|-<br />
|}<br />
<br><br />
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[[File:ScreenWorld.jpg |left|x700px|link=File:ScreenWorld<br />
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== Adding Actions ==<br />
<br />
Now that you have added conditions to your objective, the next step is adding actions. Actions tell the game which objective it should go to after the current one is complete, or whether it is time to end the game. Unlike conditions, each objective can only have a single action for success and failure. <br><br> <br />
<br />
===Action Types===<br />
<br />
The types of actions an objective can have are as follows :<br />
<br />
*[[ObjAction_GoToObjective]]<br />
*[[ObjAction_GoToNextObjective]]<br />
*[[ObjAction_GoToLastObjective]]<br />
*[[ObjAction_LoseGame]]<br />
*[[ObjAction_Random]]<br />
*[[ObjAction_ResetCurrentObjective]]<br />
*[[ObjAction_RestartFromCheckpoint]]<br />
*[[ObjAction_WinGame]]<br><br><br />
<br />
=== Creating a new Action ===<br />
<br />
To create a new action, expand the category you want to add the action to, select a type of action to add from the drop down list and then click the 'new' button on the right hand side of the properties window.<br />
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[[File:SuccessAction.jpg |left|x700px|link=File:SuccessAction<br />
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{{note|By default, each objective has a 'ObjAction_GoToNextObjective' success action. If you want your objective to do something different, simply select the default action and click 'Clear' , then add your own action in place of it.}}<br><br />
<br />
== Using Objectives to Trigger Events ==<br />
<br />
Objectives can be used as a way of directing events in your map. Typical examples of objective controlled events would be - Making enemies start spawning when an objective begins, or making a door open when the objective is completed successfully. There are no limitations on how you use events, but it is important to understand exactly when they are triggered, and which type of event you want to use for a given situation. Below is a list of all the events you have at your disposal in Objective Mode. <br> <br><br />
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[[File:ObjectiveEvents.jpg |left|x400px|link=File:ObjectiveEvents<br />
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===Activation Events===<br />
<br />
Activation events are triggered the moment an objective begins. They are triggered in the order in which they are entered in the array, so if you want something to happen before another, move it closer to index 0. There is no limit to the number of activation events you can have, and the performance cost of having a large number of them is minor.<br />
<br />
===De-Activation Events===<br />
<br />
De-Activation events are the opposite of activation events. They will be triggered the moment an objective ceases to be the player's current goal. This can be as a result of the objective being completed, failed, or if another different objective was manually trigger-activated.<br />
<br />
===Completion Events===<br />
<br />
Completion events are triggered when players complete an objective successfully. They are only triggered if '''all''' of an objective's success conditions are met. They will not be triggered if the objective is partially completed, or failed.<br />
<br />
===Failure Events===<br />
<br />
Failure events are triggered if players fail an objective. Failure events are only triggered if '''all''' of an objective's failure conditions are met. They will not be triggered if the objective is partially failed, or is completed successfully.<br />
<br />
===Condition Progress Events===<br />
<br />
----<br />
<br><br />
Since objectives can take a while to complete you will almost certainly want to have additional events firing off at various points along the way. This is where condition 'Progress Events' come in handy. Unlike completion and failure events, they do not require that the objective be 100% complete or 100% failed. In this way they allow you to have a lot more control over the timing of your events, but they also take a little more work to set up.<br />
<br />
====Adding a Progress Event====<br />
<br />
To add a new progress event to a condition, select the condition and expand the 'Events' category. Then click on 'Progress Events' and select the 'Add' button.<br />
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[[File:AddProgressEvent.jpg |left|x400px|link=File:AddProgressEvent<br />
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'''Progress Event Properties'''<br />
<br />
{| class="wikitable sortable" style="min-width:75%;text-align:left;"<br />
! Variable Name<br />
! Variable Type<br />
! Description<br />
|-<br />
|-<br />
| EventName || Name || This is the event that will get triggered when the condition's completion state is more than 'progress pct'<br />
|-<br />
| ProgressPct || Float || This should be a value between 0 and 1. Whenever the condition's overall completion state is greater than this value, 'EventName' will be fired. i.e If you want an event to happen after 30 seconds out of 60 for a timed condition you would enter a value of 0.5 here as this represents 50% completion.<br />
|-<br />
| bRetriggerable || Bool || By default, once a progress event is triggered it will never trigger again until the objective is reset. If you set this bool to true it can trigger over and over again without requiring a reset.<br />
|-<br />
|}</div>Alex KF