![]() ![]() Min Reacquire Touch Time: How long the player(s) must be in the area before the KFSpawner becomes active Spawn Interval: How often the Zed will emerge from the portal entry when it's activeĪctor To Reacquire Player Touch: The trigger volume associated with the KFSpawner will be used to track if players are still in the area and that it should be used (used in conjunction with Min Reacquire Touch Time) A value >0 will only use the spawner for the defined time then it will become inactiveĬool Down Time: How long, in seconds, the KFSpawner will go inactive before it can be used again Max Stay Active Time: The maximum amount time, in seconds, that the spawner can be used. Largest Squad Type: This should always be set to EST_Small unless something changes in the future ![]() Is Triggered Spawner: A bit to tell the game if a particular KFSpawner is to be controlled by a trigger or if it's a child (uncheck the bit if it's a child spawner) There are four types: high wall, low wall, floor and ceiling. From a practical setup standpoint, you should just have to copy and paste it into your map, and rotate it to the appropriate direction. The SDK map has all types of KFSpawners set up with associated TriggerVolumes. \Content\Maps\SDK\Mod_Tools_Spawn_Template.kfm SDK Map that contains fully configured KFSpawners They have special animations associated with them and have to set up very deliberately with very little lateral as to their alternative use. The KFSpawner is a specialty spawn tool that is used to have Zed emerge from floors (sewers), walls and ceilings (air vents). Un Touch Cool Down Time: How much time must pass before this volume will reactivate after a human player touches it Spawn Derate Time: The amount of time that must pass before this volume will be considered by the spawning system Out of Sight: a bit that tells the engine that the spawn is out of sight and no visibility testing will be used when the spawning system selects volume potentials Max Distance to Player: An unreal unit based measurement as to how far away the player can be from this volume before the volume will loose desirability Min Distance to Player: An unreal unit based measurement as to how close the player can be to this volume before the volume will loose desirability Max Height Diff to Players: An unreal unit based measurement as to how far this volume can be from the players on the Z axis before it will loose desirability This is usually used when you have an elevated spawn location that the player cannot get to No Zaxis Dist Penalty: a bit that disables using Max Height to Players as part of the selection process for this particular volume. It will select the largest and anything smaller than it, when the spawning system decides where the Zed will be spawned.ĮST_Boss: Boss sized (used in Boss Spawning Volumes)ĭesirability Mod: a percentile value of how likely a particular volume will be added to the selection list. Largest Squad Type: the largest type of Zed that will come through this volume. Spawn Bounds Scale: A scalar value that allows for increasing/decreasing the size of the inner marker box. Max Spawn Markers: how many markers to use in a particular volumeĭoor List: what doors that this volume is associated with (See below for more info on door lists) Spawn Marker Info List: a list of spawn points inside the volume that is autogenerated The touching of the player(s) will shut off the volume from being used. We then, typically, oversize the volume to allow for the players to be able to touch the volume when they are passing through a particular area. We then adjust the pivot to be in the correct place so that the inner marker box will be drawn where we expect to. As a rule of thumb, we use 640圆40 volumes to start with. ![]() Within the inner marker box, the spawn location visualizers will be placed. The pivot of the brush will be used to define where the inner marker box will be made from. Use the builder brush to make the volume. ![]()
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