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KF-2-5 beta1


a.出怪點只係得6個
b.商店得2個
c.地圖跟cs 入面的2.5差不多
d.圖有大量mover

[ 本帖最後由 iceman1394 於 2009-9-22 18:52 編輯 ]
附件: 您所在的用戶組無法下載或查看附件

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引用:
原帖由 goldx 於 2009-9-21 22:17 發表


地圖名 .rom之前唔可以有點
我改左,thx

經test 後,頭先部ufo 同個輪盤有得玩bug, 明日先fix佢, 同add多個shop

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我rebuild左個2-5 goldx你一陣再下
引用:
原帖由 iceman1394 於 2009-9-21 21:39 發表 [url=redirect.php?goto=findpost&pid=1320334&ptid=146518][/url]
KF-2-5 beta1


a.出怪點只係得6個
b.商店得2個
c.地圖跟cs 入面的2.5差不多
d.圖有大量mover
[ 本帖最後由 iceman1394 於 2009-9-22 18:21 編輯 ]

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goldx,官網beta map個面多左d新圖下載
其中有個叫KF-DammageV3, 個圖跌怪落來個效果好cool

[ 本帖最後由 iceman1394 於 2009-9-23 10:29 編輯 ]

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KF-2-5 beta2

新增一個渠蓋
換ufo做直昇機
商店位置改變

download:
http://vspace.cc/file/9V9RC117XQ8HNDEL.html

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引用:
原帖由 goldx 於 2009-9-24 17:28 發表


呢架戰機呢 ?
http://www.ipve.com/bbs/attachment.php?aid=49461&nothumb=yes

下次先用,呢個圖用ufo好像不太match

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引用:
原帖由 goldx 於 2009-9-25 16:39 發表
KF-2-5 beta2您唔駛刪除直昇機 我試過檔案都冇細到 ...
我都唔明點解會20mb.......我都係第一次咁細個圖就20mb..
可能個skybox 太浪費mb數

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我係你個ser找到有個圖,細到3步就行哂,d怪會360度圍住中間係打你,但出怪位會有爆炸效果,個圖叫咩名?
同埋,你係時候上傳個tp- defence 版俾大家下載

[ 本帖最後由 iceman1394 於 2009-9-28 16:08 編輯 ]

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5in1 box finalV1
比原5in1bos:
a.cut左zone5 同zone 1的路段
b.同埋zone5變左死亡房,有一擊必殺的效果(對boss一樣),用左陷阱就要去shop 度解番
c.地圖變成晚上,玩上來更難
d.出怪位置有room1,2,3

[ 本帖最後由 iceman1394 於 2009-9-29 19:47 編輯 ]
附件: 您所在的用戶組無法下載或查看附件

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引用:
原帖由 cman1118 於 2009-9-28 18:10 發表


又一個陷阱
今次型好多

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我再改好番個5in1,同埋今次我變左做晚上,有build light,同陷阱強化

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引用:
原帖由 goldx 於 2009-9-30 23:34 發表
您話地圖大要set 3000咁就唔會有d地方冇怪出 ? 係邊度睇到講解 post個頁link黎睇下
咁第二項數值係咪玩家距離出怪點幾近就出怪 數值細就係附近出 大就好遠都出左 ?
我見WestLondon 有d 點可以set到6000喎 ...
According to the Mapping Guide provided by Tripwire this is what they do:
bDebugZombieSpawning – If true it will attempt to spawn greencylinders in the spawn volume in-game to show where specimens willspawn. If the cylinder is red that means no specimen will spawn there.Ideally you want at least 6 green cylinders so a full squad ofspecimens can spawn together. If you are not seeing any cylinders aftersetting this to true then no specimens will spawn you will need to makesure the pivot of the volume is at the center towards the bottom and isnot in inside or too close to an object. Because this is a debugvariable, you should make sure that all volumes in your map has thisset false, before you distribute your work.

bNoZAxisDistPenalty – This determines if the ZombieVolume shouldbe weighted for spawning specimens based on its z axis location. Thisshould be set to true if you have a map where specimen spawns are onone level but at different heights such as on an outdoor level withgentle rolling hills.

CanRespawnTime – This value sets the minimum time between spawnson your ZombieVolume. For example, if you set this value to 6, yourvolume could only potentially spawn a squad of specimens once every sixseconds.

TouchDisableTime – When a player comes in contact with aZombieVolume, he disables it temporarily. This is done so thatspecimens don’t spawn in the immediate area a player is defending. Thisvalue simply determines how long a volume should remain disabled foronce a player has touched it, before it is able to resume spawningenemies.

OnlyAllowedZeds – This is an array for spawning specificspecimens only. By default, the array is empty and each ZombieVolumecan spawn any kind of enemy, as determined by the server settings andwave configuration. But let’s say you wanted a certain area where onlyStalkers spawned. You could add an array entry and select ZombieStalkerfrom the dropdown list. You have now created a Stalkers-only spawningarea.

MinDistanceToPlayer – This is a very important value andprobably the one you will want to adjust carefully for each of yourvolumes. It determines how far, in units, players must be from yourvolume, before it is allowed to spawn any specimens. The default valueis 600, which means that specimens can spawn around corners ormoderately close to a player’s location. In special cases however, suchas a hidden air duct above players’ heads where you want to spawnspecimens, you should set this to a value of “1”, and otherwise playerswho are walking underneath the duct will prevent it from spawning. Inanother situation, maybe you are creating a style of map wherespecimens spawn in the distance, and move in on players. In such a caseyou might set this value to something like 1500 or more.

RoomDoorsList – If you are creating a map with open/closabledoors, this is a variable you should consider. In a few cases, you willhave a room or area that is completely contained when the doors areshut and welded. It really wouldn’t make sense to have specimensspawning inside of this area with you, when it has been barricaded. Soto prevent this, you can add entries to this array, for each perimeterdoor of the containable area. When a door is added to the array, itsparent Volume will not spawn enemies while that door is closed orwelded. If bOnlyWhenWelded is true then no specimens will spawn insideonly if the door is welded. A final caveat: Do not go overboard addingdoors to this array! If you associate every door in the map with avolume’s door list, it will make it difficult to spawn specimens nearthe player.

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引用:
原帖由 goldx 於 2009-10-1 21:32 發表


有紅色字個段係講我地set第二個數值(10)個項 咁第三個數值個段呢
唔知啊,右佢set500 啦

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頂,唔知點解開到game,但開唔到kfed
彈左2個框,之後迫我close 個kfed=.=

Build KillingFloor_Build_[2009-02-09_10.82]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 2816 MHz with 1535MB RAM
Video: NVIDIA GeForce 6600  (9038)

General protection fault!

History: FString:arseIntoArray <- WBrowserGroup::GetFromVisibleGroups <- WBrowserGroup::RefreshGroupList <- WBrowserGroup::OnCreate <- WWindow::WndProc <- WWindow::StaticProc <- PerformCreateWindowEx <- WBrowser::OpenWindow <- WBrowserGroup::OpenWindow <- WM_BROWSER_DOCK <- WEditorFrame::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- FALVoiceModule::NoteDestroy <- UALAudioSubsystem::NoteDetroy <- ULevel:estroyActor <- (Camera myLevel.Camera0) <- UPlayer:estroy <- UViewport:estroy <- (WindowsViewport Package.WindowsClient0.TerrainHeightmap) <- UWindowsViewport::Destroy <- UObject::ConditionalDestroy <- (WindowsViewport Package.WindowsClient0.TerrainHeightmap) <- UWindowsClient::Tick <- UEditorEngine::Tick <- UpdateWorld <- MainLoop

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引用:
原帖由 goldx 於 2009-10-28 17:28 發表
seven 您將1008system改名 用7.z開vlan原始安裝檔淨係解壓systen出黎 再解壓1006更新檔systen出黎覆蓋
用1006 system開editor 玩個時改名用返1008 system run game
直接用1006更新包成個更新kf就可開番kf1006,我係另一個folder copy左多一個kf game出來

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