Manual

Fraghouse Invasion v5 Manual

Basic FHI Map

Basic FHI Map

If you fancy creating a map for FHI, here are a few pointers that can help you structure it to work with the mod:

Spawn Points

Under NavigationPoint / SmallNavigationPoint, you will find the actor "FHMonsterSpawnPoint" - these are required for the mod to function correctly. You place them where you want the monsters to be able to spawn, and when each wave progresses, FHI monsters will appear at those points. Additional note: if you have an event in your map that would somehow block off an area where the monsters spawn, the spawn point actors can be disabled by triggering them.

Possessable Items

Placing possessable objects is a tad more complicated. Firstly, you'll find the "FHPossessableItem" actor under StaticMeshActor. You can then change the StaticMesh value (under Display in the properties) to whatever you wish to use. Ideally, the mesh should have equal dimensions for its corners, or be as symmetrical as possible. The next values you need to modify are CollisionRadius and CollisionHeight. CollisionRadius should be the distance between the centre point (the red dot) and one edge of the mesh, whereas CollisionHeight should be the distance between the centre point and either the bottom or the top of the mesh. This will ensure that the mesh does not sink into walls or the ground when it is dropped.

Bosses

In order to have a boss appear after the final wave, you should place a FHIBoss actor where you want the boss to spawn. You can then choose the boss monster class, the music to be played and the message that appears when the boss appears. If you want to have multiple bosses, just place several FHIBoss actors - the game will take care of the rest! If you set bIsMiniboss to true, the boss that spawns from that actor will not have to be killed in order to win the game.

Wave Countdown

If you want to alter the initial wave countdown (this is done in Fortify, for example), just place a FHI_WarmupTimeConfig actor in your map somewhere and change the NewCountdownTime value.