Tutorials (Killing Floor)
Editors: Please include step by step pictures with tutorials in addition to your text if applicable. Steps should be clear & concise so even a beginner can attempt to comprehend it and follow along. If you assume the user has prior prerequisite knowledge to be able to follow the tutorial, add links to the needed knowledge in the form of another tutorial in this section(Build this section from the ground up).
- 1 Basic Guides for Beginners
- 2 Coding
- 3 General Mapping
- 4 Movers
- 5 Effects
- 6 Content Creation
- 7 Objective Mode Mapping
- 8 Miscellaneous
- 9 External Links
Basic Guides for Beginners
These tutorials are aimed at beginners, and assume little to no prior knowledge.
Covers the set up of a mutator, compiling the mutator using UCC, an example mutator and further reading.
Covers fundamentals of writing mutators that can work in networked multiplayer games.
Covers essential mutator functionality.
Covers several ways of outputting to the screen, including logging, the console, and the message system.
Tutorial showing how to replace an existing ZED with a new version.
Tutorial showing how to replace a weapon's texture with a custom version.
This page covers the details of the interaction class and shows how to use it to capture input and display graphics on the screen.
General mapping tutorials ranging from creating rooms to adding locked doors.
- Mapping tutorial on angelmapper.com
- Creating an SP map on tripwireinteractive.com
- Basic mapping (DA2) on tripwireinteractive.com
- Locked doors with keys on tripwireinteractive.com
- Changing the level summary on tripwireinteractive.com
Tutorials with a focus on all things related to movers.
- Movers tutorial on UDN
Tutorials for effects.
- Particle emitters on tripwireinteractive.com
Tutorials aimed at content creation, either covering the creation of the media itself or how to get it in-game.
Objective Mode Mapping
Objective mode is an alternative game mode for mappers who want to create missions outside of the standard mode of play (ie. no trader. no waves, etc.) It provides support for objectives, checkpoints & respawns, dialogue and more. Below are a couple of useful tutorials on how to use story mode actors to create story missions.
You can find information on how to create Objective Mode maps here
These links are to various tutorials that aren't category-specific.