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		<title>Maintenance script: Original wikitext recovered from the WikiTeam export dated 20150707; original revision 8196 and attribution retained</title>
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		<updated>2026-09-07T06:52:26Z</updated>

		<summary type="html">&lt;p&gt;Original wikitext recovered from the WikiTeam export dated 20150707; original revision 8196 and attribution retained&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;How to make Killing Floor Single Player maps (storyline, adventure through multiple maps).&lt;br /&gt;
&lt;br /&gt;
First off, to setup the map:&lt;br /&gt;
- Remember to name the filename prefix as &amp;quot;KFS-&amp;quot; instead of &amp;quot;KF-&amp;quot;, as this is identified as KF-storymode maps.&lt;br /&gt;
- Edit Level properties (F6), expand [LevelInfo] and set [DefaultGameType] to &amp;quot;KFMod.KFSPGameType (unless it fills it in automatly).&lt;br /&gt;
&lt;br /&gt;
Then make the map.&lt;br /&gt;
&lt;br /&gt;
To setup player progressive points (where all dead players may respawn again or force them to teleport there to catch up):&lt;br /&gt;
- Add a volume called &amp;quot;KFTeamProgressVolume&amp;quot;.&lt;br /&gt;
Edit the properties:&lt;br /&gt;
- bOff = volume actions are disabled by default.&lt;br /&gt;
- bDisableAfterTriggered = after players progressed to this volume, disable its actions for further more.&lt;br /&gt;
- bTimeOut = the volume actions will start after &amp;quot;TimeOutSeconds&amp;quot; even when not all players are inside yet.&lt;br /&gt;
- PlayerThreshold = percent number of players that needs to be inside in the volume before TimeOut can be handled.&lt;br /&gt;
- bTeleportWhenAbsent = Teleport in all players that are outside the volume at the moment its activated.&lt;br /&gt;
- bRepawnDeadPlayers = All dead players should respawn when volume is activated.&lt;br /&gt;
- VolumeTriggerAction = When volume is being triggered by another actor do:&lt;br /&gt;
* VTR_ToggleDisabled - Toggle bOff.&lt;br /&gt;
* VTR_Untrigger - Call &amp;quot;Untrigger&amp;quot; with the volumes &amp;#039;Event&amp;#039;.&lt;br /&gt;
* VTR_TurnOff - Disable this volume from its actions (bOff to True).&lt;br /&gt;
* VTR_TurnOn - Enable this volume for its actions (bOff to False).&lt;br /&gt;
* VTR_FinishEvent - Act as players reached this volume.&lt;br /&gt;
- Event = Called once players reached this volume (can be used to open a specific door or so).&lt;br /&gt;
Also keep in mind, place some playerstarts inside this volume for players to teleport to or respawn in.&lt;br /&gt;
&lt;br /&gt;
Zombies (Pawn -&amp;gt; UnrealPawn -&amp;gt; XPawn -&amp;gt; Monster -&amp;gt; Skaarj):&lt;br /&gt;
- bStartUpDisabled = The zombies wont move or do anything as matter of fact until they are being triggered.&lt;br /&gt;
- bNoAutoHuntEnemies = Zombies wont wander off until they see or hear a player.&lt;br /&gt;
- Event = Triggered event once zombie have died (can be used for specific boss battles to open doors on end).&lt;br /&gt;
Also in order to give better performance, you can set up &amp;quot;KFSPZombieKillVolume&amp;quot; in old areas where players will no longer visit. Triggering it will instantly make all zombies disappear inside it.&lt;br /&gt;
&lt;br /&gt;
To add notes or messages in your maps use &amp;quot;KFSPNoteMessage&amp;quot; (found in Triggers -&amp;gt; UseTrigger):&lt;br /&gt;
- NoteText = The message itself.&lt;br /&gt;
- NoteTexture = The background texture for the message.&lt;br /&gt;
- NoteTextFont = Font of the message.&lt;br /&gt;
- NoteTextColor = Color of the message.&lt;br /&gt;
- bEnabled = Should be initially readable (otherwise it needs to be triggered to enable).&lt;br /&gt;
- bTextCentered = Text should be drawn as centered.&lt;br /&gt;
- NoteTexSize = Text size scaler.&lt;br /&gt;
- TextCoords = The coordinates of the message on screen.&lt;br /&gt;
&lt;br /&gt;
And finally.. to add map ending point place a Teleporter actor (NavigationPoint -&amp;gt; SmallNavigationPoint) and set URL to:&lt;br /&gt;
&amp;lt;NextMapFileName&amp;gt;#&lt;br /&gt;
Example:&lt;br /&gt;
KFS-MyCampainMap02#&lt;br /&gt;
And if this is the final map, to give victory screen for players set the map name to &amp;quot;NULL&amp;quot; (which is a keyword for endgame): NULL#&lt;br /&gt;
In case you don&amp;#039;t wan&amp;#039;t it to be end as soon as players touch it, you can set bEnabled to False, and trigger it to enable it again.&lt;br /&gt;
&lt;br /&gt;
And to play it:&lt;br /&gt;
- Offline/solo:&lt;br /&gt;
* Once game starts, bring down console and type: Open &amp;lt;MapName here&amp;gt;&lt;br /&gt;
- Multiplayer online; Listen server hosts, start the server normally and then bring down console and type:&lt;br /&gt;
* Open &amp;lt;MapName here&amp;gt;?Game=KFMod.KFSPGameType&lt;br /&gt;
- Dedicated server hosts type on server log/console or in WebAdmin:&lt;br /&gt;
* ServerTravel &amp;lt;MapName here&amp;gt;?Game=KFMod.KFSPGameType&lt;br /&gt;
&lt;br /&gt;
And you can check out example map on this thread. [http://forums.tripwireinteractive.com/showthread.php?p=497257]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mapping]]&lt;br /&gt;
{{DEFAULTSORT:Creating a singleplayer map}}&lt;br /&gt;
[[Category:Intermediate tutorials]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;kf-restoration-note&amp;quot;&amp;gt;Original wikitext recovered from the WikiTeam export in the [https://archive.org/details/wiki-kf_wikicom archived KF-Wiki collection] (export 2015-07-07, original revision 8196). Credit: the original KF-Wiki contributors; the linked export preserves the original authorship and revision history.&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
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