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	<title>Pavlov VR Wiki - User contributions [en]</title>
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	<updated>2026-04-19T18:07:16Z</updated>
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		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1108</id>
		<title>User:ZXCubed</title>
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		<updated>2025-11-01T21:51:39Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: mod.io is an incompetent modding platform - britishcolonist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;if you're reading this um dm or @ me on discord (&amp;lt;code&amp;gt;@zxcubed&amp;lt;/code&amp;gt;) if i need to change anything&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;i don't actually know THAT much about the modkit LOL&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up your Project ==&lt;br /&gt;
In order to begin producing maps or projects for Pavlov, you must:&lt;br /&gt;
&lt;br /&gt;
* Use Windows.&lt;br /&gt;
* Have at least 16GB of RAM &amp;lt;small&amp;gt;'''''(any less and issues may occur when uploading your map to mod.io).'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Have Steam and Pavlov installed &amp;lt;small&amp;gt;'''''(not required if mapping for shack).'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Register a [https://mod.io Mod.io] &amp;amp; [https://store.epicgames.com Epic Games] Account.&lt;br /&gt;
* Install Epic Games Launcher&lt;br /&gt;
&lt;br /&gt;
Afterward, head to the Unreal Engine tab, and begin installing Unreal Engine 5.1.1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: When installing, select the following packages to install alongside UE5.1.1:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android '''(required for shack)'''&lt;br /&gt;
* Linux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, install the version of the Pavlov Modkit corresponding to the game version you’d like to make projects for. When on the GitHub page, click on “Code”, and then press “Download ZIP”.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!PC Engine&lt;br /&gt;
!Shack Engine&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit Pavlov VR PC Modkit]&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit/tree/Pavlov-Shack Pavlov VR Shack Modkit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extract your chosen Modkit and open the project.&lt;br /&gt;
&lt;br /&gt;
If the &amp;lt;code&amp;gt;.uproject&amp;lt;/code&amp;gt; does not open from the folder, right click the project and select &amp;quot;Open with...&amp;quot; and &amp;quot;Choose another app&amp;quot; and select the directory for UE5's executable (&amp;lt;code&amp;gt;UE5Editor.exe&amp;lt;/code&amp;gt;). Eventually upon relaunching UE5.1.1, you will be prompted to let UE recognize &amp;lt;code&amp;gt;.uproject&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
The project will take a while to load as Unreal Engine is busy compiling shaders. Once completed, click  “Window” in the menu bar then locate and open “Pavlov Workshop”. A window will open asking for you to log in to your Mod.io account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pavlov Workshop Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if needed).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create a project in UE5.1.1, open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image '''isn't''' required when making a project. Once you've input all the map information, press &amp;quot;Create Mod&amp;quot;. This will create a '''UGCxxxxxxx''' folder, giving your mod a unique code (represented as x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
You may produce multiple projects within the same Modkit, simply go back to &amp;quot;Create Mod&amp;quot; and fill out the name and description again and another '''UGCxxxxxxx''' folder will appear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three different options for project type. This brings us to...&lt;br /&gt;
&lt;br /&gt;
== Mods,  Maps, and Gamemodes ==&lt;br /&gt;
As of Update 30 on Pavlov and Pavlov Shack's release, the Modkit introduced three different categories of mod type.&lt;br /&gt;
&lt;br /&gt;
# Mods&lt;br /&gt;
# Maps&lt;br /&gt;
# Gamemodes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mods''' can contain gameplay assets, level geometry, etc.&lt;br /&gt;
&lt;br /&gt;
Maps and Gamemodes can rely on mods for their content, but mods should not rely on Maps, Gamemodes, or other mods. They shouldn't alter the gameplay loop; if this is your goal, create a Gamemode instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Maps''' can function as a complete package, containing a map and gamemode (a &amp;quot;Legacy&amp;quot; setup), or as the environment itself, where the game logic is handled by a separate, custom game mode.&lt;br /&gt;
&lt;br /&gt;
Maps can rely on mods for additional content, however, when enabling a custom game logic to the map, the map will be locked to use that game logic ''only'', preventing other gamemodes or logic from being used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, '''Gamemodes''' completely override the game logic of a level.&lt;br /&gt;
&lt;br /&gt;
Gamemodes can rely on mods for additional content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these different types of project can be created when opening the &amp;quot;Workshop&amp;quot; window in the Modkit. There are buttons at the bottom of the &amp;quot;Create Mod&amp;quot; tab, allowing you to pick between the three.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Mod ===&lt;br /&gt;
----In order to create a mod, you must select &amp;quot;Mod&amp;quot; while you're still in the &amp;quot;Create Mod&amp;quot; menu in the &amp;quot;Workshop&amp;quot; window. Afterward, create a &amp;quot;Pavlov_ModInitializer&amp;quot; actor inside your UGC folder.&lt;br /&gt;
&lt;br /&gt;
This gets created on the client and server, but it is not replicated. Use this class to spawn additional content, get access to the globalinfo, gamelogic etc.&lt;br /&gt;
&lt;br /&gt;
A modifier called &amp;quot;OnModInitialized&amp;quot; will be attached to the &amp;quot;Pavlov_ModInitializer&amp;quot; which can be overridden. It can be used to add custom guns, items etc similar to the setup previously done in the global info.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;SKIP THE NEXT STEP IF YOU ARE CREATING A CONTENT MOD (ie. static meshes for a level.)&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Open your mod definition, set the &amp;quot;ModInitializer&amp;quot; to the &amp;quot;Pavlov_ModInitializer&amp;quot; actor we just created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add any additional content you'd like inside your UGC folder. If the mod is being used as a content pack, then you can map/gamemode dependencies on this mod and use this content with other UGC plugins.&lt;br /&gt;
&lt;br /&gt;
Lastly, upload your mod to Mod.io, and you're done!&lt;br /&gt;
&lt;br /&gt;
=== Creating a Gamemode ===&lt;br /&gt;
----1. Create the UGC (make sure to select Gamemode)&lt;br /&gt;
&lt;br /&gt;
2. Create a Pavlov_GameLogic (we will not be covering how to create a gamemode loop just the basics of uploading). Leave the definition blank inside the game logic, you can assign your own player proxy and global info.&lt;br /&gt;
&lt;br /&gt;
3. Open your definition inside your ugc, assign the Pavlov_GameLogic you created.&lt;br /&gt;
&lt;br /&gt;
4. Upload to Mod.io&lt;br /&gt;
&lt;br /&gt;
Note: You cannot load a custom gamemode if the map is a custom gamemode map (it has custom gamemode enabled in the map definition)&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
There are multiple ways to make a new level in Unreal Engine. You may create a new level by clicking &amp;quot;File&amp;quot; &amp;gt; &amp;quot;New Level&amp;quot; and pick between &amp;quot;Basic&amp;quot; or &amp;quot;Empty Level&amp;quot;. Delete &amp;quot;ExponentialHeightFog&amp;quot; and &amp;quot;VolumetricCloud&amp;quot; from the level. You can also press CTRL + S to save if you just want to make an empty level. You can place objects and actors into your map using the &amp;quot;Place Actors&amp;quot; window. Set the directory of your level to be within your '''UGCxxxxxxx'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be sure to press &amp;quot;Save All&amp;quot; in the Content Browser to save everything in the UGC, not just the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your '''UGCxxxxxxx''' folder. In the definition file, you'll see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Label&amp;quot;''''' should be changed to the name of your map as this is the one which appears in map select.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Version&amp;quot;''''' should be changed '''only''' if you've made any changes to the project and the map has already been uploaded to Mod.io.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Map&amp;quot;''''' should be linked to a level built specifically for the PC branch and a different (hopefully more optimized) level should be applied to '''''&amp;quot;Quest Map&amp;quot;''''' for the Shack branch. The selected level should default to &amp;quot;NewMap&amp;quot; unless you've already changed it.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Compatibility&amp;quot;''''' opens a drop down displaying the various gamemodes your map '''completely''' supports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;NOTE: Do not select a gamemode if you did not add functionality for it (ex. Prop Hunt or Push).&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your '''UGCxxxxxxx''' folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies, but set it to these if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders) (Allied in WW2 TDM)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers) (Wehrmacht in WW2 TDM)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Dynamic ONLY, it allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dimensions of a Pavlov_Spawn can manipulate a player's size in-game (resizing it to become smaller results in a smaller player although it may be a bit disorientating).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spawns for teams need at least 4.5m of space to their right for them to spawn properly.&lt;br /&gt;
&lt;br /&gt;
Your spawn may not be inside the floor as it will cause players to fall through the floor. To counteract this, move your spawn above the ground slightly, and press the '''&amp;quot;END&amp;quot;''' key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
==== Map Layout ====&lt;br /&gt;
----When creating the layout of your map, it's best to make a sketch to preview so you know what to do when making your map. This isn't necessarily a tutorial on how to make a map, simply how you'd go about making the environment for it. [https://www.worldofleveldesign.com/categories/cat-level-design.php World of Level Design] is a good starting point on learning how to create a good level.&lt;br /&gt;
&lt;br /&gt;
Once you've settled on a layout, you can either build the map out in a different program (ie. [https://blender.org Blender]) or use Geometry Brushes to shape out your map within your UE project.&lt;br /&gt;
&lt;br /&gt;
I am personally against using meshes for your maps as they're less efficient to make maps with and are much more troublesome to use compared to Geometry Brushes.&lt;br /&gt;
&lt;br /&gt;
Geometry Brushes can be found in the &amp;quot;Place Actors&amp;quot; window, which are quite good for [https://dev.epicgames.com/documentation/en-us/unreal-engine/geometry-brush-actors-in-unreal-engine#blockingoutlevels Block Brushing]. Personally, I've commonly used:&lt;br /&gt;
&lt;br /&gt;
* Box&lt;br /&gt;
* Cylinder&lt;br /&gt;
* Linear Stair&lt;br /&gt;
* Sphere&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The shape of these can be manipulated further when entering [https://dev.epicgames.com/documentation/en-us/unreal-engine/geometry-brush-actors-in-unreal-engine#brusheditingmode &amp;quot;Brush Editing Mode&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
There are two states for Geometry Brushes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Additive&lt;br /&gt;
!Subtractive&lt;br /&gt;
|-&lt;br /&gt;
|Takes up space in your environment in the shape of the Geometry Brush.&lt;br /&gt;
|Hollows out additive Geometry Brushes if currently intercecting one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The height of your walls can be referenced off of a Pavlov_Spawn as that marks the typical player height for when one spawns in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the Modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the '''UGCxxxxxxx''' folder directory to import the map to the Modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----Lights are '''required''' to be set to Static as Pavlov does not support Stationary or Movable lights. If you wish to have dynamic lighting, follow the [https://mod.io/g/pavlov/r/dynamic-shadows-2-mapping-guide Dynamic Shadows 2 Mapping Guide] (PC only).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The types of lights typically used in maps are:&lt;br /&gt;
&lt;br /&gt;
* Directional Light&lt;br /&gt;
* Sky Light&lt;br /&gt;
* Spot Lights&lt;br /&gt;
* Point Lights&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other types of lights should be fine as well. There is no limit to how many you're allowed to use, it'll simply just make baking your lights take much longer.&lt;br /&gt;
&lt;br /&gt;
If you'd like your lighting to appear more lifelike, set &amp;quot;Indirect Lighting Intensity&amp;quot; at a value between 2-6 on your Sky Light and Directional Light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside the editor view is inaccurate before building your map. To preview how it'll appear in game, click &amp;quot;Build&amp;quot; in the menu bar and click &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures allow for realistic reflections to appear on all surfaces within it's reflection volume. They're useful for materials which have normal textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are two types of Reflection Captures that are typically used:&lt;br /&gt;
&lt;br /&gt;
# Sphere Reflection Captures&lt;br /&gt;
# Box Reflection Captures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any area NOT covered by a Reflection Capture will cause weapons to have no reflections and appear black during gameplay.&lt;br /&gt;
&lt;br /&gt;
They're all accessible from the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are required for the SND gamemode. At least one is required in order to function properly.&lt;br /&gt;
&lt;br /&gt;
You can set 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish. By default, the Bomb Plants will be treated as Bomb Plant &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb faces outward in the direction of arrow pointing outward of the model. There should be some room between the wall and Bomb Plant (approx. 5 units) to prevent the bomb from clipping into the wall behind it. It should also be placed at eye level so it's comfortable for a player that's planting/diffusing.&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----Blueprint Actors for KOTH (King of the Hill) can be found in &amp;quot;CustomMapTools&amp;quot; &amp;gt; &amp;quot;Blueprints&amp;quot; Content folder. Remember to have &amp;quot;Show Plugin Content&amp;quot; ticked (or enabled) in the Content Browser's view options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;BP_KOTHObjectiveProxy&amp;quot;''''' should be used in your level in areas where you want hill points to appear.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;BP_KOTHSettingsProxy&amp;quot;''''' should be used in your level if you wish to change win conditions or limit a player's max ammo.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials can be used to make your map's environment more visually interesting. &amp;lt;blockquote&amp;gt;''&amp;quot; You '''could''' publish your map with the default UE textures but it doesn't mean you '''should'''... &amp;quot;''&lt;br /&gt;
&lt;br /&gt;
- zxcubed &amp;lt;small&amp;gt;(the one writing this whole page)&amp;lt;/small&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Physical Materials can be used within a material to determine the type of properties your base Material has. There are two variants of each Physical Material.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Default&lt;br /&gt;
!Thin&lt;br /&gt;
|-&lt;br /&gt;
|Does not allow bullets to pass through.&lt;br /&gt;
(No bullet penetration/wallbang.)&lt;br /&gt;
|Allows bullets to pass through.&lt;br /&gt;
(Allows bullet penetration/wallbang.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If Physical Materials do not appear when making a material, follow &amp;quot;CustomMapToolsContent&amp;quot; &amp;gt; &amp;quot;PhysMaterials&amp;quot; in the Content Browser. Select all of the Physical Materials and right click. Do this for the Default and Thin variants. They should appear now. Any Physical Materials you haven's used will have this problem upon relaunching UE. Fix it by repeating the previous steps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are various websites you can receive textures from for free including:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free &amp;lt;small&amp;gt;''(contains very few free textures)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://dev.epicgames.com/documentation/en-us/unreal-engine/creating-and-using-material-instances-in-unreal-engine Material Instances] are not required on your maps but allow for better optimization and a slightly higher frame rate during playtime.&lt;br /&gt;
&lt;br /&gt;
On Pavlov Shack, textures should be maxed out to dimensions at or under '''512 x 512''' as any textures higher than that will be down-scaled.&lt;br /&gt;
&lt;br /&gt;
UV's should be stored within 0 to 1 coordinates as any UV's less than 0 or greater than 1 will cause your texture to become a pixelated mess on Pavlov Shack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multiple guides exist on what you should do with your textures. Some are listed below:&lt;br /&gt;
&lt;br /&gt;
* https://mod.io/g/pavlov/r/how-to-fix-low-quality-textures-and-shadows&lt;br /&gt;
* https://mod.io/g/pavlov/r/best-practices-for-shack-materials&lt;br /&gt;
* https://mod.io/g/pavlov/r/how-to-fix-pixelated-textures &lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----&amp;quot;Nav Mesh Bounds Volume&amp;quot; is used for bot navigation, allowing them to walk around your map. It must cover the entire playable (or accessible) area of your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If certain areas do not fill that a player could walk through, a &amp;quot;Nav Link Proxy&amp;quot; can be used to fill that area in.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: DO NOT''' change any details within the &amp;quot;Nav Mesh Bounds Volume&amp;quot; or else it will not work.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Blocking Volumes can be used to prevent players from accessing specific areas of your map.&lt;br /&gt;
&lt;br /&gt;
Kill Volumes kill any player who enters it's area. Both volumes appear transparent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Brush Editing Mode&amp;quot; can be used to adjust the volume to however you need it. You can vastly change the shape if you wanted to using this mode.&lt;br /&gt;
&lt;br /&gt;
It's recommended to use Blocking Volumes over stairs in the shape of a ramp to prevent the camera from hopping aggressively when walking up the stairs.&lt;br /&gt;
&lt;br /&gt;
They can also be used to smooth out narrow and busy areas of the map to prevent players from getting stuck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pavlov Kill Volumes&amp;quot; should be put ~1000-2000 units under the playable area your map. It should be bigger than the entire map to kill players that glitched out or somehow fell out of your map.&lt;br /&gt;
&lt;br /&gt;
They should also be used for hazardous objects placed within your environment like deep water or the front of a moving train.&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----&amp;quot;Pavlov Ladder Volumes&amp;quot; allow the player to go up walls or areas that'd normally be inaccessible like very steep slopes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a player walks into this volume, they will stick to the area they've walked into and their position will go up linearly.&lt;br /&gt;
&lt;br /&gt;
Do not overlap these volumes as a player can get stuck between them. These volumes are very buggy, and players can fling themselves off of these volumes. Use with caution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms. Do NOT attempt to change their shape using &amp;quot;Brush Editing Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes '''without''' overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''&amp;lt;big&amp;gt;BEFORE UPLOADING:&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. You should change your lighting quality to a higher level when building.&lt;br /&gt;
&lt;br /&gt;
Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''REMINDER: If you have 16GB of RAM or less, you will very likely have issues when building and packaging your map to Mod.io.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once your map is ready for the public's eyes, open the &amp;quot;Pavlov Workshop&amp;quot; window and click &amp;quot;Upload Mod&amp;quot;. Select your mod and select which version(s) you want to upload to Mod.io.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov (PC)&lt;br /&gt;
|Pavlov Shack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below, a tick box labeled &amp;quot;Share Mod Assets&amp;quot; will be grayed out if your project is not a Content Mod. Only Content Mods are allowed to have this ticked.&lt;br /&gt;
&lt;br /&gt;
Once you're ready, hit &amp;quot;Upload Mod&amp;quot; at the bottom. This will begin the building process of your mod. This will take approximately 40-60 minutes. Building for the first time will take significantly longer than your next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After your mod has finished building, go to Mod.io, open &amp;quot;My Content&amp;quot;, and look for your mod. Click &amp;quot;Manage&amp;quot; and edit all of the required forms.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Requirements&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Mod Name&lt;br /&gt;
|The name that appears on your project's Mod.io page.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Mod Listing Image&lt;br /&gt;
|The image which appears on your project's Mod.io page.&lt;br /&gt;
(16:9, Min 512 x 288, Max 8MB)&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Summary&lt;br /&gt;
|The description of your map (must be at least 10 characters long).&lt;br /&gt;
|This is longer than 10 characters.&lt;br /&gt;
|-&lt;br /&gt;
|Visibility&lt;br /&gt;
|Whether your mod will appear on the Pavlov Mod.io page.&lt;br /&gt;
|Public&lt;br /&gt;
|-&lt;br /&gt;
|Tags&lt;br /&gt;
|The type of mod your project is (Map, Mod, or Gamemode).&lt;br /&gt;
|Map&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Manage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}&lt;br /&gt;
 LogTemp: Error: Failed to upload mod 20489 An error occurred making a HTTP request.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;...Mod.io is an incompetent modding platform, which has failed another user. ...all you can really do is restart UE and try again, or wait and try another day. Using a VPN (sometimes) fixes the issue.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- [https://youtu.be/kg0hw5ni-O0?si=IdCvXsR4ent7WaxN&amp;amp;t=700 BritishColonist]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1107</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1107"/>
		<updated>2025-11-01T21:41:13Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: /* Uploading &amp;amp; Testing your Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;if you're reading this um dm or @ me on discord (&amp;lt;code&amp;gt;@zxcubed&amp;lt;/code&amp;gt;) if i need to change anything&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;i don't actually know THAT much about the modkit LOL&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up your Project ==&lt;br /&gt;
In order to begin producing maps or projects for Pavlov, you must:&lt;br /&gt;
&lt;br /&gt;
* Use Windows.&lt;br /&gt;
* Have at least 16GB of RAM &amp;lt;small&amp;gt;'''''(any less and issues may occur when uploading your map to mod.io).'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Have Steam and Pavlov installed &amp;lt;small&amp;gt;'''''(not required if mapping for shack).'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Register a [https://mod.io Mod.io] &amp;amp; [https://store.epicgames.com Epic Games] Account.&lt;br /&gt;
* Install Epic Games Launcher&lt;br /&gt;
&lt;br /&gt;
Afterward, head to the Unreal Engine tab, and begin installing Unreal Engine 5.1.1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: When installing, select the following packages to install alongside UE5.1.1:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android '''(required for shack)'''&lt;br /&gt;
* Linux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, install the version of the Pavlov Modkit corresponding to the game version you’d like to make projects for. When on the GitHub page, click on “Code”, and then press “Download ZIP”.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!PC Engine&lt;br /&gt;
!Shack Engine&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit Pavlov VR PC Modkit]&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit/tree/Pavlov-Shack Pavlov VR Shack Modkit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extract your chosen Modkit and open the project.&lt;br /&gt;
&lt;br /&gt;
If the &amp;lt;code&amp;gt;.uproject&amp;lt;/code&amp;gt; does not open from the folder, right click the project and select &amp;quot;Open with...&amp;quot; and &amp;quot;Choose another app&amp;quot; and select the directory for UE5's executable (&amp;lt;code&amp;gt;UE5Editor.exe&amp;lt;/code&amp;gt;). Eventually upon relaunching UE5.1.1, you will be prompted to let UE recognize &amp;lt;code&amp;gt;.uproject&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
The project will take a while to load as Unreal Engine is busy compiling shaders. Once completed, click  “Window” in the menu bar then locate and open “Pavlov Workshop”. A window will open asking for you to log in to your Mod.io account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pavlov Workshop Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if needed).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create a project in UE5.1.1, open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image '''isn't''' required when making a project. Once you've input all the map information, press &amp;quot;Create Mod&amp;quot;. This will create a '''UGCxxxxxxx''' folder, giving your mod a unique code (represented as x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
You may produce multiple projects within the same Modkit, simply go back to &amp;quot;Create Mod&amp;quot; and fill out the name and description again and another '''UGCxxxxxxx''' folder will appear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three different options for project type. This brings us to...&lt;br /&gt;
&lt;br /&gt;
== Mods,  Maps, and Gamemodes ==&lt;br /&gt;
As of Update 30 on Pavlov and Pavlov Shack's release, the Modkit introduced three different categories of mod type.&lt;br /&gt;
&lt;br /&gt;
# Mods&lt;br /&gt;
# Maps&lt;br /&gt;
# Gamemodes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mods''' can contain gameplay assets, level geometry, etc.&lt;br /&gt;
&lt;br /&gt;
Maps and Gamemodes can rely on mods for their content, but mods should not rely on Maps, Gamemodes, or other mods. They shouldn't alter the gameplay loop; if this is your goal, create a Gamemode instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Maps''' can function as a complete package, containing a map and gamemode (a &amp;quot;Legacy&amp;quot; setup), or as the environment itself, where the game logic is handled by a separate, custom game mode.&lt;br /&gt;
&lt;br /&gt;
Maps can rely on mods for additional content, however, when enabling a custom game logic to the map, the map will be locked to use that game logic ''only'', preventing other gamemodes or logic from being used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, '''Gamemodes''' completely override the game logic of a level.&lt;br /&gt;
&lt;br /&gt;
Gamemodes can rely on mods for additional content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these different types of project can be created when opening the &amp;quot;Workshop&amp;quot; window in the Modkit. There are buttons at the bottom of the &amp;quot;Create Mod&amp;quot; tab, allowing you to pick between the three.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Mod ===&lt;br /&gt;
----In order to create a mod, you must select &amp;quot;Mod&amp;quot; while you're still in the &amp;quot;Create Mod&amp;quot; menu in the &amp;quot;Workshop&amp;quot; window. Afterward, create a &amp;quot;Pavlov_ModInitializer&amp;quot; actor inside your UGC folder.&lt;br /&gt;
&lt;br /&gt;
This gets created on the client and server, but it is not replicated. Use this class to spawn additional content, get access to the globalinfo, gamelogic etc.&lt;br /&gt;
&lt;br /&gt;
A modifier called &amp;quot;OnModInitialized&amp;quot; will be attached to the &amp;quot;Pavlov_ModInitializer&amp;quot; which can be overridden. It can be used to add custom guns, items etc similar to the setup previously done in the global info.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;SKIP THE NEXT STEP IF YOU ARE CREATING A CONTENT MOD (ie. static meshes for a level.)&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Open your mod definition, set the &amp;quot;ModInitializer&amp;quot; to the &amp;quot;Pavlov_ModInitializer&amp;quot; actor we just created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add any additional content you'd like inside your UGC folder. If the mod is being used as a content pack, then you can map/gamemode dependencies on this mod and use this content with other UGC plugins.&lt;br /&gt;
&lt;br /&gt;
Lastly, upload your mod to Mod.io, and you're done!&lt;br /&gt;
&lt;br /&gt;
=== Creating a Gamemode ===&lt;br /&gt;
----1. Create the UGC (make sure to select Gamemode)&lt;br /&gt;
&lt;br /&gt;
2. Create a Pavlov_GameLogic (we will not be covering how to create a gamemode loop just the basics of uploading). Leave the definition blank inside the game logic, you can assign your own player proxy and global info.&lt;br /&gt;
&lt;br /&gt;
3. Open your definition inside your ugc, assign the Pavlov_GameLogic you created.&lt;br /&gt;
&lt;br /&gt;
4. Upload to Mod.io&lt;br /&gt;
&lt;br /&gt;
Note: You cannot load a custom gamemode if the map is a custom gamemode map (it has custom gamemode enabled in the map definition)&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
There are multiple ways to make a new level in Unreal Engine. You may create a new level by clicking &amp;quot;File&amp;quot; &amp;gt; &amp;quot;New Level&amp;quot; and pick between &amp;quot;Basic&amp;quot; or &amp;quot;Empty Level&amp;quot;. Delete &amp;quot;ExponentialHeightFog&amp;quot; and &amp;quot;VolumetricCloud&amp;quot; from the level. You can also press CTRL + S to save if you just want to make an empty level. You can place objects and actors into your map using the &amp;quot;Place Actors&amp;quot; window. Set the directory of your level to be within your '''UGCxxxxxxx'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be sure to press &amp;quot;Save All&amp;quot; in the Content Browser to save everything in the UGC, not just the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your '''UGCxxxxxxx''' folder. In the definition file, you'll see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Label&amp;quot;''''' should be changed to the name of your map as this is the one which appears in map select.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Version&amp;quot;''''' should be changed '''only''' if you've made any changes to the project and the map has already been uploaded to Mod.io.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Map&amp;quot;''''' should be linked to a level built specifically for the PC branch and a different (hopefully more optimized) level should be applied to '''''&amp;quot;Quest Map&amp;quot;''''' for the Shack branch. The selected level should default to &amp;quot;NewMap&amp;quot; unless you've already changed it.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Compatibility&amp;quot;''''' opens a drop down displaying the various gamemodes your map '''completely''' supports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;NOTE: Do not select a gamemode if you did not add functionality for it (ex. Prop Hunt or Push).&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your '''UGCxxxxxxx''' folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies, but set it to these if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders) (Allied in WW2 TDM)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers) (Wehrmacht in WW2 TDM)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Dynamic ONLY, it allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dimensions of a Pavlov_Spawn can manipulate a player's size in-game (resizing it to become smaller results in a smaller player although it may be a bit disorientating).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spawns for teams need at least 4.5m of space to their right for them to spawn properly.&lt;br /&gt;
&lt;br /&gt;
Your spawn may not be inside the floor as it will cause players to fall through the floor. To counteract this, move your spawn above the ground slightly, and press the '''&amp;quot;END&amp;quot;''' key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
==== Map Layout ====&lt;br /&gt;
----When creating the layout of your map, it's best to make a sketch to preview so you know what to do when making your map. This isn't necessarily a tutorial on how to make a map, simply how you'd go about making the environment for it. [https://www.worldofleveldesign.com/categories/cat-level-design.php World of Level Design] is a good starting point on learning how to create a good level.&lt;br /&gt;
&lt;br /&gt;
Once you've settled on a layout, you can either build the map out in a different program (ie. [https://blender.org Blender]) or use Geometry Brushes to shape out your map within your UE project.&lt;br /&gt;
&lt;br /&gt;
I am personally against using meshes for your maps as they're less efficient to make maps with and are much more troublesome to use compared to Geometry Brushes.&lt;br /&gt;
&lt;br /&gt;
Geometry Brushes can be found in the &amp;quot;Place Actors&amp;quot; window, which are quite good for [https://dev.epicgames.com/documentation/en-us/unreal-engine/geometry-brush-actors-in-unreal-engine#blockingoutlevels Block Brushing]. Personally, I've commonly used:&lt;br /&gt;
&lt;br /&gt;
* Box&lt;br /&gt;
* Cylinder&lt;br /&gt;
* Linear Stair&lt;br /&gt;
* Sphere&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The shape of these can be manipulated further when entering [https://dev.epicgames.com/documentation/en-us/unreal-engine/geometry-brush-actors-in-unreal-engine#brusheditingmode &amp;quot;Brush Editing Mode&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
There are two states for Geometry Brushes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Additive&lt;br /&gt;
!Subtractive&lt;br /&gt;
|-&lt;br /&gt;
|Takes up space in your environment in the shape of the Geometry Brush.&lt;br /&gt;
|Hollows out additive Geometry Brushes if currently intercecting one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The height of your walls can be referenced off of a Pavlov_Spawn as that marks the typical player height for when one spawns in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the Modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the '''UGCxxxxxxx''' folder directory to import the map to the Modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----Lights are '''required''' to be set to Static as Pavlov does not support Stationary or Movable lights. If you wish to have dynamic lighting, follow the [https://mod.io/g/pavlov/r/dynamic-shadows-2-mapping-guide Dynamic Shadows 2 Mapping Guide] (PC only).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The types of lights typically used in maps are:&lt;br /&gt;
&lt;br /&gt;
* Directional Light&lt;br /&gt;
* Sky Light&lt;br /&gt;
* Spot Lights&lt;br /&gt;
* Point Lights&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other types of lights should be fine as well. There is no limit to how many you're allowed to use, it'll simply just make baking your lights take much longer.&lt;br /&gt;
&lt;br /&gt;
If you'd like your lighting to appear more lifelike, set &amp;quot;Indirect Lighting Intensity&amp;quot; at a value between 2-6 on your Sky Light and Directional Light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside the editor view is inaccurate before building your map. To preview how it'll appear in game, click &amp;quot;Build&amp;quot; in the menu bar and click &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures allow for realistic reflections to appear on all surfaces within it's reflection volume. They're useful for materials which have normal textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are two types of Reflection Captures that are typically used:&lt;br /&gt;
&lt;br /&gt;
# Sphere Reflection Captures&lt;br /&gt;
# Box Reflection Captures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any area NOT covered by a Reflection Capture will cause weapons to have no reflections and appear black during gameplay.&lt;br /&gt;
&lt;br /&gt;
They're all accessible from the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are required for the SND gamemode. At least one is required in order to function properly.&lt;br /&gt;
&lt;br /&gt;
You can set 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish. By default, the Bomb Plants will be treated as Bomb Plant &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb faces outward in the direction of arrow pointing outward of the model. There should be some room between the wall and Bomb Plant (approx. 5 units) to prevent the bomb from clipping into the wall behind it. It should also be placed at eye level so it's comfortable for a player that's planting/diffusing.&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----Blueprint Actors for KOTH (King of the Hill) can be found in &amp;quot;CustomMapTools&amp;quot; &amp;gt; &amp;quot;Blueprints&amp;quot; Content folder. Remember to have &amp;quot;Show Plugin Content&amp;quot; ticked (or enabled) in the Content Browser's view options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;BP_KOTHObjectiveProxy&amp;quot;''''' should be used in your level in areas where you want hill points to appear.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;BP_KOTHSettingsProxy&amp;quot;''''' should be used in your level if you wish to change win conditions or limit a player's max ammo.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials can be used to make your map's environment more visually interesting. &amp;lt;blockquote&amp;gt;''&amp;quot; You '''could''' publish your map with the default UE textures but it doesn't mean you '''should'''... &amp;quot;''&lt;br /&gt;
&lt;br /&gt;
- zxcubed &amp;lt;small&amp;gt;(the one writing this whole page)&amp;lt;/small&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Physical Materials can be used within a material to determine the type of properties your base Material has. There are two variants of each Physical Material.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Default&lt;br /&gt;
!Thin&lt;br /&gt;
|-&lt;br /&gt;
|Does not allow bullets to pass through.&lt;br /&gt;
(No bullet penetration/wallbang.)&lt;br /&gt;
|Allows bullets to pass through.&lt;br /&gt;
(Allows bullet penetration/wallbang.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If Physical Materials do not appear when making a material, follow &amp;quot;CustomMapToolsContent&amp;quot; &amp;gt; &amp;quot;PhysMaterials&amp;quot; in the Content Browser. Select all of the Physical Materials and right click. Do this for the Default and Thin variants. They should appear now. Any Physical Materials you haven's used will have this problem upon relaunching UE. Fix it by repeating the previous steps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are various websites you can receive textures from for free including:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free &amp;lt;small&amp;gt;''(contains very few free textures)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://dev.epicgames.com/documentation/en-us/unreal-engine/creating-and-using-material-instances-in-unreal-engine Material Instances] are not required on your maps but allow for better optimization and a slightly higher frame rate during playtime.&lt;br /&gt;
&lt;br /&gt;
On Pavlov Shack, textures should be maxed out to dimensions at or under '''512 x 512''' as any textures higher than that will be down-scaled.&lt;br /&gt;
&lt;br /&gt;
UV's should be stored within 0 to 1 coordinates as any UV's less than 0 or greater than 1 will cause your texture to become a pixelated mess on Pavlov Shack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multiple guides exist on what you should do with your textures. Some are listed below:&lt;br /&gt;
&lt;br /&gt;
* https://mod.io/g/pavlov/r/how-to-fix-low-quality-textures-and-shadows&lt;br /&gt;
* https://mod.io/g/pavlov/r/best-practices-for-shack-materials&lt;br /&gt;
* https://mod.io/g/pavlov/r/how-to-fix-pixelated-textures &lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----&amp;quot;Nav Mesh Bounds Volume&amp;quot; is used for bot navigation, allowing them to walk around your map. It must cover the entire playable (or accessible) area of your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If certain areas do not fill that a player could walk through, a &amp;quot;Nav Link Proxy&amp;quot; can be used to fill that area in.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: DO NOT''' change any details within the &amp;quot;Nav Mesh Bounds Volume&amp;quot; or else it will not work.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Blocking Volumes can be used to prevent players from accessing specific areas of your map.&lt;br /&gt;
&lt;br /&gt;
Kill Volumes kill any player who enters it's area. Both volumes appear transparent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Brush Editing Mode&amp;quot; can be used to adjust the volume to however you need it. You can vastly change the shape if you wanted to using this mode.&lt;br /&gt;
&lt;br /&gt;
It's recommended to use Blocking Volumes over stairs in the shape of a ramp to prevent the camera from hopping aggressively when walking up the stairs.&lt;br /&gt;
&lt;br /&gt;
They can also be used to smooth out narrow and busy areas of the map to prevent players from getting stuck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pavlov Kill Volumes&amp;quot; should be put ~1000-2000 units under the playable area your map. It should be bigger than the entire map to kill players that glitched out or somehow fell out of your map.&lt;br /&gt;
&lt;br /&gt;
They should also be used for hazardous objects placed within your environment like deep water or the front of a moving train.&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----&amp;quot;Pavlov Ladder Volumes&amp;quot; allow the player to go up walls or areas that'd normally be inaccessible like very steep slopes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a player walks into this volume, they will stick to the area they've walked into and their position will go up linearly.&lt;br /&gt;
&lt;br /&gt;
Do not overlap these volumes as a player can get stuck between them. These volumes are very buggy, and players can fling themselves off of these volumes. Use with caution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms. Do NOT attempt to change their shape using &amp;quot;Brush Editing Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes '''without''' overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''&amp;lt;big&amp;gt;BEFORE UPLOADING:&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. You should change your lighting quality to a higher level when building.&lt;br /&gt;
&lt;br /&gt;
Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''REMINDER: If you have 16GB of RAM or less, you will very likely have issues when building and packaging your map to Mod.io.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once your map is ready for the public's eyes, open the &amp;quot;Pavlov Workshop&amp;quot; window and click &amp;quot;Upload Mod&amp;quot;. Select your mod and select which version(s) you want to upload to Mod.io.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov (PC)&lt;br /&gt;
|Pavlov Shack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below, a tick box labeled &amp;quot;Share Mod Assets&amp;quot; will be grayed out if your project is not a Content Mod. Only Content Mods are allowed to have this ticked.&lt;br /&gt;
&lt;br /&gt;
Once you're ready, hit &amp;quot;Upload Mod&amp;quot; at the bottom. This will begin the building process of your mod. This will take approximately 40-60 minutes. Building for the first time will take significantly longer than your next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After your mod has finished building, go to Mod.io, open &amp;quot;My Content&amp;quot;, and look for your mod. Click &amp;quot;Manage&amp;quot; and edit all of the required forms.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Requirements&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Mod Name&lt;br /&gt;
|The name that appears on your project's Mod.io page.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Mod Listing Image&lt;br /&gt;
|The image which appears on your project's Mod.io page.&lt;br /&gt;
(16:9, Min 512 x 288, Max 8MB)&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Summary&lt;br /&gt;
|The description of your map (must be at least 10 characters long).&lt;br /&gt;
|This is longer than 10 characters.&lt;br /&gt;
|-&lt;br /&gt;
|Visibility&lt;br /&gt;
|Whether your mod will appear on the Pavlov Mod.io page.&lt;br /&gt;
|Public&lt;br /&gt;
|-&lt;br /&gt;
|Tags&lt;br /&gt;
|The type of mod your project is (Map, Mod, or Gamemode).&lt;br /&gt;
|Map&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Manage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1099</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1099"/>
		<updated>2025-08-16T01:43:21Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: i forgot what i changed please bare with me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;if you're reading this um dm or @ me on discord (&amp;lt;code&amp;gt;@zxcubed&amp;lt;/code&amp;gt;) if i need to change anything&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;i don't actually know THAT much about the modkit LOL&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up your Project ==&lt;br /&gt;
In order to begin producing maps or projects for Pavlov, you must:&lt;br /&gt;
&lt;br /&gt;
* Use Windows.&lt;br /&gt;
* Have at least 16GB of RAM &amp;lt;small&amp;gt;'''''(any less and issues may occur when uploading your map to mod.io).'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Have Steam and Pavlov installed &amp;lt;small&amp;gt;'''''(not required if mapping for shack).'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Register a [https://mod.io Mod.io] &amp;amp; [https://store.epicgames.com Epic Games] Account.&lt;br /&gt;
* Install Epic Games Launcher&lt;br /&gt;
&lt;br /&gt;
Afterward, head to the Unreal Engine tab, and begin installing Unreal Engine 5.1.1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: When installing, select the following packages to install alongside UE5.1.1:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android '''(required for shack)'''&lt;br /&gt;
* Linux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, install the version of the Pavlov Modkit corresponding to the game version you’d like to make projects for. When on the GitHub page, click on “Code”, and then press “Download ZIP”.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!PC Engine&lt;br /&gt;
!Shack Engine&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit Pavlov VR PC Modkit]&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit/tree/Pavlov-Shack Pavlov VR Shack Modkit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extract your chosen Modkit and open the project.&lt;br /&gt;
&lt;br /&gt;
If the &amp;lt;code&amp;gt;.uproject&amp;lt;/code&amp;gt; does not open from the folder, right click the project and select &amp;quot;Open with...&amp;quot; and &amp;quot;Choose another app&amp;quot; and select the directory for UE5's executable (&amp;lt;code&amp;gt;UE5Editor.exe&amp;lt;/code&amp;gt;). Eventually upon relaunching UE5.1.1, you will be prompted to let UE recognize &amp;lt;code&amp;gt;.uproject&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
The project will take a while to load as Unreal Engine is busy compiling shaders. Once completed, click  “Window” in the menu bar then locate and open “Pavlov Workshop”. A window will open asking for you to log in to your Mod.io account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pavlov Workshop Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if needed).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create a project in UE5.1.1, open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image '''isn't''' required when making a project. Once you've input all the map information, press &amp;quot;Create Mod&amp;quot;. This will create a '''UGCxxxxxxx''' folder, giving your mod a unique code (represented as x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
You may produce multiple projects within the same Modkit, simply go back to &amp;quot;Create Mod&amp;quot; and fill out the name and description again and another '''UGCxxxxxxx''' folder will appear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three different options for project type. This brings us to...&lt;br /&gt;
&lt;br /&gt;
== Mods,  Maps, and Gamemodes ==&lt;br /&gt;
As of Update 30 on Pavlov and Pavlov Shack's release, the Modkit introduced three different categories of mod type.&lt;br /&gt;
&lt;br /&gt;
# Mods&lt;br /&gt;
# Maps&lt;br /&gt;
# Gamemodes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mods''' can contain gameplay assets, level geometry, etc.&lt;br /&gt;
&lt;br /&gt;
Maps and Gamemodes can rely on mods for their content, but mods should not rely on Maps, Gamemodes, or other mods. They shouldn't alter the gameplay loop; if this is your goal, create a Gamemode instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Maps''' can function as a complete package, containing a map and gamemode (a &amp;quot;Legacy&amp;quot; setup), or as the environment itself, where the game logic is handled by a separate, custom game mode.&lt;br /&gt;
&lt;br /&gt;
Maps can rely on mods for additional content, however, when enabling a custom game logic to the map, the map will be locked to use that game logic ''only'', preventing other gamemodes or logic from being used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, '''Gamemodes''' completely override the game logic of a level.&lt;br /&gt;
&lt;br /&gt;
Gamemodes can rely on mods for additional content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these different types of project can be created when opening the &amp;quot;Workshop&amp;quot; window in the Modkit. There are buttons at the bottom of the &amp;quot;Create Mod&amp;quot; tab, allowing you to pick between the three.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Mod ===&lt;br /&gt;
----In order to create a mod, you must select &amp;quot;Mod&amp;quot; while you're still in the &amp;quot;Create Mod&amp;quot; menu in the &amp;quot;Workshop&amp;quot; window. Afterward, create a &amp;quot;Pavlov_ModInitializer&amp;quot; actor inside your UGC folder.&lt;br /&gt;
&lt;br /&gt;
This gets created on the client and server, but it is not replicated. Use this class to spawn additional content, get access to the globalinfo, gamelogic etc.&lt;br /&gt;
&lt;br /&gt;
A modifier called &amp;quot;OnModInitialized&amp;quot; will be attached to the &amp;quot;Pavlov_ModInitializer&amp;quot; which can be overridden. It can be used to add custom guns, items etc similar to the setup previously done in the global info.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;SKIP THE NEXT STEP IF YOU ARE CREATING A CONTENT MOD (ie. static meshes for a level.)&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Open your mod definition, set the &amp;quot;ModInitializer&amp;quot; to the &amp;quot;Pavlov_ModInitializer&amp;quot; actor we just created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add any additional content you'd like inside your UGC folder. If the mod is being used as a content pack, then you can map/gamemode dependencies on this mod and use this content with other UGC plugins.&lt;br /&gt;
&lt;br /&gt;
Lastly, upload your mod to Mod.io, and you're done!&lt;br /&gt;
&lt;br /&gt;
=== Creating a Gamemode ===&lt;br /&gt;
----1. Create the UGC (make sure to select Gamemode)&lt;br /&gt;
&lt;br /&gt;
2. Create a Pavlov_GameLogic (we will not be covering how to create a gamemode loop just the basics of uploading). Leave the definition blank inside the game logic, you can assign your own player proxy and global info.&lt;br /&gt;
&lt;br /&gt;
3. Open your definition inside your ugc, assign the Pavlov_GameLogic you created.&lt;br /&gt;
&lt;br /&gt;
4. Upload to Mod.io&lt;br /&gt;
&lt;br /&gt;
Note: You cannot load a custom gamemode if the map is a custom gamemode map (it has custom gamemode enabled in the map definition)&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
There are multiple ways to make a new level in Unreal Engine. You may create a new level by clicking &amp;quot;File&amp;quot; &amp;gt; &amp;quot;New Level&amp;quot; and pick between &amp;quot;Basic&amp;quot; or &amp;quot;Empty Level&amp;quot;. Delete &amp;quot;ExponentialHeightFog&amp;quot; and &amp;quot;VolumetricCloud&amp;quot; from the level. You can also press CTRL + S to save if you just want to make an empty level. You can place objects and actors into your map using the &amp;quot;Place Actors&amp;quot; window. Set the directory of your level to be within your '''UGCxxxxxxx'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be sure to press &amp;quot;Save All&amp;quot; in the Content Browser to save everything in the UGC, not just the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your '''UGCxxxxxxx''' folder. In the definition file, you'll see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Label&amp;quot;''''' should be changed to the name of your map as this is the one which appears in map select.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Version&amp;quot;''''' should be changed '''only''' if you've made any changes to the project and the map has already been uploaded to Mod.io.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Map&amp;quot;''''' should be linked to a level built specifically for the PC branch and a different (hopefully more optimized) level should be applied to '''''&amp;quot;Quest Map&amp;quot;''''' for the Shack branch. The selected level should default to &amp;quot;NewMap&amp;quot; unless you've already changed it.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Compatibility&amp;quot;''''' opens a drop down displaying the various gamemodes your map '''completely''' supports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;NOTE: Do not select a gamemode if you did not add functionality for it (ex. Prop Hunt or Push).&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your '''UGCxxxxxxx''' folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies, but set it to these if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders) (Allied in WW2 TDM)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers) (Wehrmacht in WW2 TDM)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Dynamic ONLY, it allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The dimensions of a Pavlov_Spawn can manipulate a player's size in-game (resizing it to become smaller results in a smaller player although it may be a bit disorientating).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spawns for teams need at least 4.5m of space to their right for them to spawn properly.&lt;br /&gt;
&lt;br /&gt;
Your spawn may not be inside the floor as it will cause players to fall through the floor. To counteract this, move your spawn above the ground slightly, and press the '''&amp;quot;END&amp;quot;''' key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
==== Map Layout ====&lt;br /&gt;
----When creating the layout of your map, it's best to make a sketch to preview so you know what to do when making your map. This isn't necessarily a tutorial on how to make a map, simply how you'd go about making the environment for it. [https://www.worldofleveldesign.com/categories/cat-level-design.php World of Level Design] is a good starting point on learning how to create a good level.&lt;br /&gt;
&lt;br /&gt;
Once you've settled on a layout, you can either build the map out in a different program (ie. [https://blender.org Blender]) or use Geometry Brushes to shape out your map within your UE project.&lt;br /&gt;
&lt;br /&gt;
I am personally against using meshes for your maps as they're less efficient to make maps with and are much more troublesome to use compared to Geometry Brushes.&lt;br /&gt;
&lt;br /&gt;
Geometry Brushes can be found in the &amp;quot;Place Actors&amp;quot; window, which are quite good for [https://dev.epicgames.com/documentation/en-us/unreal-engine/geometry-brush-actors-in-unreal-engine#blockingoutlevels Block Brushing]. Personally, I've commonly used:&lt;br /&gt;
&lt;br /&gt;
* Box&lt;br /&gt;
* Cylinder&lt;br /&gt;
* Linear Stair&lt;br /&gt;
* Sphere&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The shape of these can be manipulated further when entering [https://dev.epicgames.com/documentation/en-us/unreal-engine/geometry-brush-actors-in-unreal-engine#brusheditingmode &amp;quot;Brush Editing Mode&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
There are two states for Geometry Brushes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Additive&lt;br /&gt;
!Subtractive&lt;br /&gt;
|-&lt;br /&gt;
|Takes up space in your environment in the shape of the Geometry Brush.&lt;br /&gt;
|Hollows out additive Geometry Brushes if currently intercecting one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The height of your walls can be referenced off of a Pavlov_Spawn as that marks the typical player height for when one spawns in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the Modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the '''UGCxxxxxxx''' folder directory to import the map to the Modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----Lights are '''required''' to be set to Static as Pavlov does not support Stationary or Movable lights. If you wish to have dynamic lighting, follow the [https://mod.io/g/pavlov/r/dynamic-shadows-2-mapping-guide Dynamic Shadows 2 Mapping Guide] (PC only).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The types of lights typically used in maps are:&lt;br /&gt;
&lt;br /&gt;
* Directional Light&lt;br /&gt;
* Sky Light&lt;br /&gt;
* Spot Lights&lt;br /&gt;
* Point Lights&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other types of lights should be fine as well. There is no limit to how many you're allowed to use, it'll simply just make baking your lights take much longer.&lt;br /&gt;
&lt;br /&gt;
If you'd like your lighting to appear more lifelike, set &amp;quot;Indirect Lighting Intensity&amp;quot; at a value between 2-6 on your Sky Light and Directional Light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside the editor view is inaccurate before building your map. To preview how it'll appear in game, click &amp;quot;Build&amp;quot; in the menu bar and click &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures allow for realistic reflections to appear on all surfaces within it's reflection volume. They're useful for materials which have normal textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are two types of Reflection Captures that are typically used:&lt;br /&gt;
&lt;br /&gt;
# Sphere Reflection Captures&lt;br /&gt;
# Box Reflection Captures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any area NOT covered by a Reflection Capture will cause weapons to have no reflections and appear black during gameplay.&lt;br /&gt;
&lt;br /&gt;
They're all accessible from the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are required for the SND gamemode. At least one is required in order to function properly.&lt;br /&gt;
&lt;br /&gt;
You can set 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish. By default, the Bomb Plants will be treated as Bomb Plant &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb faces outward in the direction of arrow pointing outward of the model. There should be some room between the wall and Bomb Plant (approx. 5 units) to prevent the bomb from clipping into the wall behind it. It should also be placed at eye level so it's comfortable for a player that's planting/diffusing.&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----Blueprint Actors for KOTH (King of the Hill) can be found in &amp;quot;CustomMapTools&amp;quot; &amp;gt; &amp;quot;Blueprints&amp;quot; Content folder. Remember to have &amp;quot;Show Plugin Content&amp;quot; ticked (or enabled) in the Content Browser's view options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;BP_KOTHObjectiveProxy&amp;quot;''''' should be used in your level in areas where you want hill points to appear.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;BP_KOTHSettingsProxy&amp;quot;''''' should be used in your level if you wish to change win conditions or limit a player's max ammo.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials can be used to make your map's environment more visually interesting. &amp;lt;blockquote&amp;gt;''&amp;quot; You '''could''' publish your map with the default UE textures but it doesn't mean you '''should'''... &amp;quot;''&lt;br /&gt;
&lt;br /&gt;
- zxcubed &amp;lt;small&amp;gt;(the one writing this whole page)&amp;lt;/small&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Physical Materials can be used within a material to determine the type of properties your base Material has. There are two variants of each Physical Material.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Default&lt;br /&gt;
!Thin&lt;br /&gt;
|-&lt;br /&gt;
|Does not allow bullets to pass through.&lt;br /&gt;
(No bullet penetration/wallbang.)&lt;br /&gt;
|Allows bullets to pass through.&lt;br /&gt;
(Allows bullet penetration/wallbang.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If Physical Materials do not appear when making a material, follow &amp;quot;CustomMapToolsContent&amp;quot; &amp;gt; &amp;quot;PhysMaterials&amp;quot; in the Content Browser. Select all of the Physical Materials and right click. Do this for the Default and Thin variants. They should appear now. Any Physical Materials you haven's used will have this problem upon relaunching UE. Fix it by repeating the previous steps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are various websites you can receive textures from for free including:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free &amp;lt;small&amp;gt;''(contains very few free textures)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://dev.epicgames.com/documentation/en-us/unreal-engine/creating-and-using-material-instances-in-unreal-engine Material Instances] are not required on your maps but allow for better optimization and a slightly higher frame rate during playtime.&lt;br /&gt;
&lt;br /&gt;
On Pavlov Shack, textures should be maxed out to dimensions at or under '''512 x 512''' as any textures higher than that will be down-scaled.&lt;br /&gt;
&lt;br /&gt;
UV's should be stored within 0 to 1 coordinates as any UV's less than 0 or greater than 1 will cause your texture to become a pixelated mess on Pavlov Shack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multiple guides exist on what you should do with your textures. Some are listed below:&lt;br /&gt;
&lt;br /&gt;
* https://mod.io/g/pavlov/r/how-to-fix-low-quality-textures-and-shadows&lt;br /&gt;
* https://mod.io/g/pavlov/r/best-practices-for-shack-materials&lt;br /&gt;
* https://mod.io/g/pavlov/r/how-to-fix-pixelated-textures &lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----&amp;quot;Nav Mesh Bounds Volume&amp;quot; is used for bot navigation, allowing them to walk around your map. It must cover the entire playable (or accessible) area of your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If certain areas do not fill that a player could walk through, a &amp;quot;Nav Link Proxy&amp;quot; can be used to fill that area in.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: DO NOT''' change any details within the &amp;quot;Nav Mesh Bounds Volume&amp;quot; or else it will not work.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Blocking Volumes can be used to prevent players from accessing specific areas of your map.&lt;br /&gt;
&lt;br /&gt;
Kill Volumes kill any player who enters it's area. Both volumes appear transparent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Brush Editing Mode&amp;quot; can be used to adjust the volume to however you need it. You can vastly change the shape if you wanted to using this mode.&lt;br /&gt;
&lt;br /&gt;
It's recommended to use Blocking Volumes over stairs in the shape of a ramp to prevent the camera from hopping aggressively when walking up the stairs.&lt;br /&gt;
&lt;br /&gt;
They can also be used to smooth out narrow and busy areas of the map to prevent players from getting stuck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pavlov Kill Volumes&amp;quot; should be put ~1000-2000 units under the playable area your map. It should be bigger than the entire map to kill players that glitched out or somehow fell out of your map.&lt;br /&gt;
&lt;br /&gt;
They should also be used for hazardous objects placed within your environment like deep water or the front of a moving train.&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----&amp;quot;Pavlov Ladder Volumes&amp;quot; allow the player to go up walls or areas that'd normally be inaccessible like very steep slopes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a player walks into this volume, they will stick to the area they've walked into and their position will go up linearly.&lt;br /&gt;
&lt;br /&gt;
Do not overlap these volumes as a player can get stuck between them. These volumes are very buggy, and players can fling themselves off of these volumes. Use with caution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms. Do NOT attempt to change their shape using &amp;quot;Brush Editing Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes '''without''' overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''&amp;lt;big&amp;gt;BEFORE UPLOADING:&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''REMINDER: If you have 16GB of RAM or less, you will very likely have issues when building and packaging your map to Mod.io.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once your map is ready for the public's eyes, open the &amp;quot;Pavlov Workshop&amp;quot; window and click &amp;quot;Upload Mod&amp;quot;. Select your mod and select which version(s) you want to upload to Mod.io.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov (PC)&lt;br /&gt;
|Pavlov Shack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below, a tick box labeled &amp;quot;Share Mod Assets&amp;quot; will be grayed out if your project is not a Content Mod. Only Content Mods are allowed to have this ticked.&lt;br /&gt;
&lt;br /&gt;
Once you're ready, hit &amp;quot;Upload Mod&amp;quot; at the bottom. This will begin the building process of your mod. This will take approximately 40-60 minutes. Building for the first time will take significantly longer than your next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After your mod has finished building, go to Mod.io, open &amp;quot;My Content&amp;quot;, and look for your mod. Click &amp;quot;Manage&amp;quot; and edit all of the required forms.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Requirements&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Mod Name&lt;br /&gt;
|The name that appears on your project's Mod.io page.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Mod Listing Image&lt;br /&gt;
|The image which appears on your project's Mod.io page.&lt;br /&gt;
(16:9, Min 512 x 288, Max 8MB)&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Summary&lt;br /&gt;
|The description of your map (must be at least 10 characters long).&lt;br /&gt;
|This is longer than 10 characters.&lt;br /&gt;
|-&lt;br /&gt;
|Visibility&lt;br /&gt;
|Whether your mod will appear on the Pavlov Mod.io page.&lt;br /&gt;
|Public&lt;br /&gt;
|-&lt;br /&gt;
|Tags&lt;br /&gt;
|The type of mod your project is (Map, Mod, or Gamemode).&lt;br /&gt;
|Map&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Manage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Gamemodes&amp;diff=1098</id>
		<title>Gamemodes</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Gamemodes&amp;diff=1098"/>
		<updated>2025-08-16T01:09:20Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: slightly rewrote the prop hunt section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==Deathmatch==&lt;br /&gt;
&lt;br /&gt;
Team-less free for all against everyone on the server. You have access to every modern weapon via the buy wheel. To win, you must have the most kills in the server before the timer runs out. &lt;br /&gt;
&lt;br /&gt;
==Gun Game==&lt;br /&gt;
&lt;br /&gt;
Each player spawns with an M249. Once a player receives a kill with the weapon, the next weapon in the list spawns in their hand and they must earn a kill with it. This process continues until a player has killed another player with the knife. There are 26 gun levels.&lt;br /&gt;
&lt;br /&gt;
This is a free-for-all mode, so players are encouraged to kill anyone they see.&lt;br /&gt;
&lt;br /&gt;
Players cannot buy in this game-mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The upgrade list goes as follows:&lt;br /&gt;
*1: M249&lt;br /&gt;
*2: Saiga-12&lt;br /&gt;
*3: M4A1&lt;br /&gt;
*4: AK-47&lt;br /&gt;
*5: HK G3&lt;br /&gt;
*6: AUG A3&lt;br /&gt;
*7: M16&lt;br /&gt;
*8: FAMAS F1&lt;br /&gt;
*9: AR9&lt;br /&gt;
*10: P90&lt;br /&gt;
*11: UMP45&lt;br /&gt;
*12: PP-19 Bizon&lt;br /&gt;
*13: MP5&lt;br /&gt;
*14: UZI&lt;br /&gt;
*15: KRISS Vector&lt;br /&gt;
*16: Skorpion&lt;br /&gt;
*17: VSS&lt;br /&gt;
*18: Barret M99&lt;br /&gt;
*19: Remington 700&lt;br /&gt;
*20: AWP&lt;br /&gt;
*21: Scar 20s&lt;br /&gt;
*22: SPAS-12&lt;br /&gt;
*23: M590&lt;br /&gt;
*24: Sawed-Off Shotgun&lt;br /&gt;
*25: Desert Eagle&lt;br /&gt;
*26: Revolver&lt;br /&gt;
*27: Five-seveN&lt;br /&gt;
*28: TEC-9&lt;br /&gt;
*29: Beretta M9&lt;br /&gt;
*30: Glock 18C&lt;br /&gt;
*31: M1911A1&lt;br /&gt;
*32: Knife&lt;br /&gt;
&lt;br /&gt;
==WW2 Gun Game==&lt;br /&gt;
&lt;br /&gt;
Same as Gun Game, but with WW2 weapons instead of modern weapons.&lt;br /&gt;
&lt;br /&gt;
==One in the Chamber==&lt;br /&gt;
&lt;br /&gt;
A special version of Deathmatch. Every player spawns with a Golden Deagle that has one single bullet. Each bullet instantly kills another player, and every kill awards another. &lt;br /&gt;
&lt;br /&gt;
If you miss, you can use the knife on your holster and attempt to get a kill for another bullet. You can use the knife over and over again to gain plenty of ammunition, however, if you die, you'll get reset back to one bullet.&lt;br /&gt;
&lt;br /&gt;
You can shoot 2 bullets without reloading by putting a mag in so the chamber has a bullet in it and putting in a new mag with its own bullet.&lt;br /&gt;
&lt;br /&gt;
==Search and Destroy==&lt;br /&gt;
'''&amp;lt;big&amp;gt;NOTE: Proning is currently disabled in SND for balancing reasons.&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The ''Search and Destroy'' game mode consists of 2 minute rounds. Players have one life per round. The &amp;quot;Terrorists&amp;quot; have the objective of planting the bomb at one of the bombsites, while the &amp;quot;Counter Terrorists&amp;quot; need to defend the bomb locations or defuse the bomb. You can also win a round by killing all enemies. Counter-Terrorists will still need to defuse the bomb after all the Terrorists are dead. First team to 10 wins wins the game. The max amount of rounds in SND is 19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Arming and Defusing'''&lt;br /&gt;
----'''''Terrorists:''''' To arm the bomb, 4 digits are required to be input onto the number pad in the correct sequence. The numbers on the top left LCD screen on the bomb shows the sequence of digits that need to be pressed. An incorrect number will reset the sequence.  Once armed, a green light will glow indicating that the bomb is ready to be planted. Now, place it on the Bomb outline at a bombsite to start the timer. Failing to put the Bomb on the outline within roughly 5 seconds will cause the bomb will reset, requiring you to re-input the code.&lt;br /&gt;
&lt;br /&gt;
'''''Counter-Terrorists:''''' Defusing the bomb requires 8 digits to be input onto the number pad. Counter-Terrorists may purchase Wire Cutters for $800, which allows a bomb to be defused by clipping the 3 wires on top of the bomb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Money'''&lt;br /&gt;
----All players start the game with $900.&lt;br /&gt;
&lt;br /&gt;
Players are awarded money based on their team performance, losing streaks will increase the amount of money received:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Loss Bonus: $2200&lt;br /&gt;
&lt;br /&gt;
Win Bonus: $3250&lt;br /&gt;
&lt;br /&gt;
Plant Bonus (T ONLY): $500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Kill Bonuses can be found here: [[Weapons|Kill Bonuses]]&lt;br /&gt;
&lt;br /&gt;
Each kill a player receives depends on the weapon used as well as attachments on the weapon.&lt;br /&gt;
&lt;br /&gt;
Players receive round win/loss bonus regardless of whether or not players survived the round. This differs from Counter Strike where Terrorists get no loss bonus if they lived without planting the bomb.&lt;br /&gt;
&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
----Terrorists and Counter-Terrorists have different pools of weapons assigned to them. The weapon pool goes as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Heavy&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700&lt;br /&gt;
|$1600&lt;br /&gt;
|AWP&lt;br /&gt;
|$2200&lt;br /&gt;
|-&lt;br /&gt;
|SKS &lt;br /&gt;
|$2500&lt;br /&gt;
|SCAR 20s&lt;br /&gt;
|$3500&lt;br /&gt;
|-&lt;br /&gt;
|Barret M99&lt;br /&gt;
|$4800&lt;br /&gt;
|Barret M99&lt;br /&gt;
|$4800&lt;br /&gt;
|-&lt;br /&gt;
|PKM&lt;br /&gt;
|$3500&lt;br /&gt;
|FN M249 Saw&lt;br /&gt;
|$3000&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun&lt;br /&gt;
|$1500&lt;br /&gt;
|Shotgun&lt;br /&gt;
|$1500&lt;br /&gt;
|-&lt;br /&gt;
|Drum Shotgun&lt;br /&gt;
|$4200&lt;br /&gt;
|Auto-Shotgun&lt;br /&gt;
|$1800&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off&lt;br /&gt;
|$1000&lt;br /&gt;
|Sawed-Off&lt;br /&gt;
|$1000&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SMGs&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|PP-Bizon&lt;br /&gt;
|$1200&lt;br /&gt;
|UMP&lt;br /&gt;
|$1200&lt;br /&gt;
|-&lt;br /&gt;
|AK-Shorty&lt;br /&gt;
|$1600&lt;br /&gt;
|AR9 &lt;br /&gt;
|$1400&lt;br /&gt;
|-&lt;br /&gt;
|Vector&lt;br /&gt;
|$1550&lt;br /&gt;
|P90&lt;br /&gt;
|$1700&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|$950&lt;br /&gt;
|MP5&lt;br /&gt;
|$1600&lt;br /&gt;
|-&lt;br /&gt;
|VSS&lt;br /&gt;
|$2200&lt;br /&gt;
|UZI&lt;br /&gt;
|$950&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rifles&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|AK47&lt;br /&gt;
|$2500&lt;br /&gt;
|G3&lt;br /&gt;
|$2500&lt;br /&gt;
|-&lt;br /&gt;
|AK12&lt;br /&gt;
|$2600&lt;br /&gt;
|M4&lt;br /&gt;
|$2700&lt;br /&gt;
|-&lt;br /&gt;
|Galil SAR&lt;br /&gt;
|$2300&lt;br /&gt;
|FAMAS&lt;br /&gt;
|$2300&lt;br /&gt;
|-&lt;br /&gt;
|AUG&lt;br /&gt;
|$2300&lt;br /&gt;
|M16&lt;br /&gt;
|$2300&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Gear&lt;br /&gt;
----&lt;br /&gt;
!Item&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|Kevlar Vest&lt;br /&gt;
|$650&lt;br /&gt;
|-&lt;br /&gt;
|Kevlar Vest + Helmet&lt;br /&gt;
|$1000&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang&lt;br /&gt;
|$200&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade&lt;br /&gt;
|$300&lt;br /&gt;
|-&lt;br /&gt;
|Grenade&lt;br /&gt;
|$600&lt;br /&gt;
|-&lt;br /&gt;
|Wire Cutters (CT ONLY)&lt;br /&gt;
|$800&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
|$100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Attachments|Upgrades]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pistols&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|$650&lt;br /&gt;
|Glock-18&lt;br /&gt;
|$650&lt;br /&gt;
|-&lt;br /&gt;
|Five-Seven&lt;br /&gt;
|$500&lt;br /&gt;
|Five-Seven&lt;br /&gt;
|$500&lt;br /&gt;
|-&lt;br /&gt;
|1911&lt;br /&gt;
|$200&lt;br /&gt;
|1911&lt;br /&gt;
|$200&lt;br /&gt;
|-&lt;br /&gt;
|Berretta&lt;br /&gt;
|$250&lt;br /&gt;
|Berretta&lt;br /&gt;
|$250&lt;br /&gt;
|-&lt;br /&gt;
|Revolver&lt;br /&gt;
|$800&lt;br /&gt;
|Revolver&lt;br /&gt;
|$800&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|$800&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|$800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Team Deathmatch==&lt;br /&gt;
&lt;br /&gt;
Two Teams (NATO and Russians) are pitted against each other with the goal of getting the most kills with '''modern weapons''' before the game ends. Spawn times are short and players may purchase weapons until they move too far away from where they spawned.&lt;br /&gt;
&lt;br /&gt;
Players start with a random weapon and $4900. Kills reward $300 and respawning rewards $4000. Any weapon purchased will disable random weapons. When respawning, anything you're carrying on your vest when you died will still be with you. &lt;br /&gt;
&lt;br /&gt;
Team-Killing, and committing suicide rewards &amp;lt;code&amp;gt;-4 points&amp;lt;/code&amp;gt; to the player. This doesn't reward the other team with an assist if they (or you) were hit earlier. Dying doesn't affect points.&lt;br /&gt;
&lt;br /&gt;
Getting an assist rewards &amp;lt;code&amp;gt;1 point&amp;lt;/code&amp;gt; and killing an enemy rewards &amp;lt;code&amp;gt;2 points&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==WW2 Team Deathmatch (TANKTDM)==&lt;br /&gt;
&lt;br /&gt;
Two Teams (Germans and Americans) are pitted against each other with the goal of getting the most kills with '''WW2 weapons''' before the game ends. Tanks are accessible in this gamemode and loot crates will occasionally drop somewhere in the map. Spawn times are short and players may purchase weapons until they move too far away from where they spawned.&lt;br /&gt;
&lt;br /&gt;
Players start with a random weapon and $4900. Kills reward $300 and respawning rewards $4000. Any weapon purchased will disable random weapons. When respawning, anything you're carrying on your vest when you died will still be with you. &lt;br /&gt;
&lt;br /&gt;
Team-Killing, and committing suicide rewards &amp;lt;code&amp;gt;-4 points&amp;lt;/code&amp;gt; to the player. This doesn't reward the other team with an assist if they (or you) were hit earlier. Dying doesn't affect points.&lt;br /&gt;
&lt;br /&gt;
Getting an assist rewards &amp;lt;code&amp;gt;1 point&amp;lt;/code&amp;gt; and killing an enemy rewards &amp;lt;code&amp;gt;2 points&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==King of the Hill==&lt;br /&gt;
&lt;br /&gt;
Two Teams (Germans &amp;amp; Americans) compete to gather the most points from an objective. Players fight against each other with '''WW2 weapons'''. Inside an objective, it'll usually have a loot crate inside containing useful weapons and throwables. To capture the objective, a player needs to be inside of the objective ring. In some KOTH maps, the objective will occasionally move after a period of time. &lt;br /&gt;
&lt;br /&gt;
==TTT==&lt;br /&gt;
&lt;br /&gt;
TTT has a variety of roles under the following four categories, Innocents (Detective, Tank, Sheriff, Innocent, Mercenary, Survivalist, Glitch, Soulmate), Traitors (Traitor, Assassin, Hypnotizer), Solo roles (Psychopath, Lone Wolf), and the Unique roles (Soulmate, Zombie). Roles given to players are randomized. Innocents far outnumber the traitors, and need to kill all antagonist roles. Solos are one of a kind, and can only win if they are the last player remaining. Traitors have to kill all other teams. Unique roles have special jobs to do, Zombies must be the only team remaining while soulmate must survive with their soul-link teammate.&lt;br /&gt;
&lt;br /&gt;
Failure to commit to your roles may reduce your karma if you kill anyone you're not supposed to. Achieve too low of karma and you'll be kicked from the game.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Detective roles (Allied with Innocents):&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Items&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Detective.png|frameless|40x40px]]Detective   &lt;br /&gt;
|A weight has been placed on your shoulders.&lt;br /&gt;
You have a gaggle of mouthy individuals in your town and they all claim to take no part in this.&lt;br /&gt;
Someone is lying, maybe more.&lt;br /&gt;
Thankfully, the department has issued you a plethora of instruments to aid in the defense of your peoples (even if you don't particularly like them).&lt;br /&gt;
|You spawn with a DNA scanner and a pipe.The DNA scanner can scan dead bodies and dropped items, scanning either will give you a radar-like ping to show you who the DNA belongs to.&lt;br /&gt;
The pipe does nothing, but makes you look cooler.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sheriff.png|frameless|40x40px]] Sheriff&lt;br /&gt;
|You're here to enact arrests, not executions.&lt;br /&gt;
|You spawn with a taser and handcuffs. Arresting someone will make them drop their weapons.&lt;br /&gt;
Tasers have 2 shots and can arrest from a distance, the taser also does a little bit of damage and makes someone unable to move for a few seconds.&lt;br /&gt;
The handcuffs arrest someone without dealing damage and doesn't immobilize them, using them is a risky move but can save you some karma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tank.png|frameless|40x40px]] Tank&lt;br /&gt;
|In a physical sense, you're a tank, you spawn with body armor and extra damage resistance on top of that.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Innocent roles (Allied with Detectives):&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Innocent.png|frameless|40x40px]] Innocent &lt;br /&gt;
|You didn't do anything wrong, and there's no reason to start now. Just survive as long as you can. Maybe you can help, but you must be certain you're hurting the antagonist(s).&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mercenary.png|frameless|40x40px]]Mercenary &lt;br /&gt;
|You have 1 credit to buy an item with, and can only gain more by looting bodies that have credits.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Survivalist.png|frameless|40x40px]] Survivalist &lt;br /&gt;
|You start with no credits, but can loot credits from dead bodies of detectives, mercenaries, or traitors to spend in your buy menu.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glitch.png|frameless|40x40px]] Glitch &lt;br /&gt;
|You appear with a red T above your head to traitors, but you're actually innocent. They can still see you're not a T if they look at the scoreboard or don't see the T above your head through the environment, so watch out.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Solo roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jester.png|frameless|40x40px]] Jester &lt;br /&gt;
|Your goal is to have any Innocent or Innocent-allied player kill you, whilst at least one antagonist (traitors/any solo role) is still alive. If you are killed you come back to life as a psychopath, see role below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While you're still alive you can contribute to the game by killing antagonist roles. However, if you shoot a non-antagonist, the damage you deal will be reflected back onto you.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Psychopath.png|frameless|40x40px]]Psychopath &lt;br /&gt;
|Your goal is to kill all other players, kind of like the Lone Wolf. However, everyone in the server knows you're the Psychopath and can see the icon above your head, and you're automatically given a radar to ping the location of all other players. The Psychopath also has the same level of damage resistance as the Tank. You don't have access to any buy menus.&lt;br /&gt;
|Spawns randomly on Shack&lt;br /&gt;
On PC, you must be killed as a Jester by an innocent to become a psychopath.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LoneWolf.png|frameless|40x40px]] &lt;br /&gt;
Lone Wolf&lt;br /&gt;
|Your goal is to be the last man standing and kill everyone else in the round, if there are 2 lone wolves, you must kill each other to win. The Lone Wolf will also have 2 credits and access to a special buy menu that combines parts of the traitor's and detective's buy menu.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Traitor roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Traitor.png|frameless|40x40px]] Traitor&lt;br /&gt;
|These innocents aren't your friends. They must be eliminated carefully. There is more of them than there are of you, so stealth is the key. You have many tools at your disposal but you're funds are limited. See another red T above a player's head? They're on your side, but keep communication on the down-low.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Assassin.png|frameless|40x40px]] Assassin     &lt;br /&gt;
|You spawn with a list of targets, and if you kill them all you instantly win. Winning as the assassin counts as a win for both traitors and assassins. If a player on your target list is killed by another player, or if you kill someone who's not on your list, you can no longer win as the assassin. If a target leaves the game you will lose a target but can still win by killing your remaining targets. However you can still win as a traitor and help your team.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hypnotist.png|frameless|40x40px]]Hypnotist&lt;br /&gt;
|You spawn with a gadget on your chest called the Hypnotizer, use it on a dead innocent to bring them back to life and make them a traitor.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Unique roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Soulmate.png|frameless|40x40px]]Soulmate &lt;br /&gt;
|You spawn with a name (or 2) on your wrist, you must keep the listed person(s) alive. Their job is to play their role and keep you alive with them. If either of you die then the other soul-linked person will also die.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zombie.png|frameless|40x40px]]Zombie&lt;br /&gt;
|You spawn solo but can gain teammates with the reusable knife on your chest, stab someone with it and they become a zombie, you can kill whoever you want with your guns but they will not be made a zombie.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Zombies==&lt;br /&gt;
&lt;br /&gt;
You and your teammates must survive endless waves of zombies, the amount of zombies that spawn will go up every round until round 21 and on where the cap is 999 zombies, you cannot buy at anytime in this game-mode and when you respawn you will get a random weapon, head-shots are instant kills since zombies do not have armor. At the end if every round you may randomly get an attachment, painkillers, or a syringe.&lt;br /&gt;
&lt;br /&gt;
This game-mode is very hard because it's easy to get overwhelmed, but if you and your team work together it will work out just fine, just be weary of friendly fire!&lt;br /&gt;
&lt;br /&gt;
'''Shoving'''&lt;br /&gt;
----By using either your fists or your weapon, you are able to hit zombies to push them away, while seemingly useless, this may save your life in some situations. There are many ways you can use this to your advantage, whether it's pushing a zombie while running or saving a teammate, you can use this in most situations where shooting would cause more harm than it should.&lt;br /&gt;
&lt;br /&gt;
'''Painkillers and Syringe'''&lt;br /&gt;
----To use Painkillers, Hold the Trigger and it will open the bottle, tilt so painkillers are upside down and the pills start falling down, and aim near the head, this will heal you over time in 3 bursts. You do not need to take all of them, as a few will heal you, so take some, check health, then take more if necessary. If health is dangerously low, take the entire bottle. To use a syringe simply hold trigger while the needle is in someone and it will revive them, this can be used three times.&lt;br /&gt;
&lt;br /&gt;
'''Loot Crates'''&lt;br /&gt;
----After every wave, a crate will usually spawn, there are 6 types of crates that can spawn and 2 other upgraded versions of existing crates.&lt;br /&gt;
*''Pistol Crates'' which spawn after wave 1 contain a Glock 18, Five-Seven, Revolver and a Deagle.&lt;br /&gt;
&lt;br /&gt;
*''SMG Crates'' which spawn after wave 2 contain 2 UMP-45's, 1 Micro-UZI and a FAMAS, The SMG crate gets upgraded after wave 3 and it will spawn with 1 MP5-N, 1 Micro-UZI, 1 Painkiller and 1 Syringe.&lt;br /&gt;
&lt;br /&gt;
*''Rifle Crates'' can spawn any time after the SMG crate contain 2 AK-47's and 2 M4's, then just like the SMG crate the rifle crate gets an upgrade, now spawning with 1 Syringe, 1 Pain-killer, 1 AK-47 and 1 M4. &lt;br /&gt;
&lt;br /&gt;
*''Mixed Crates'' can spawn instead of the SMG crate, it contains 1 Kar98, 1 M590, 1 UMP-45 and 1 Micro-UZI.&lt;br /&gt;
&lt;br /&gt;
*''Heavy Crates'' spawn with 1 M249, 1 Saiga-12, 1 Spas-12 and 1 G3 Semi-Automatic battle rifle.&lt;br /&gt;
&lt;br /&gt;
*''Attachment Crates'' spawn with 2 Sights, 1 Suppressor, 1 Grip.&lt;br /&gt;
&lt;br /&gt;
'''Meta'''&lt;br /&gt;
----There are many places in maps where zombies cannot go, you can easily take advantage of some of these places and camp for as long as you want! You could also carry 2 saiga-12s or 2 m249s, one on your back and one in your hand, making an easy switch without the trouble of reloading, great for tight situations.&lt;br /&gt;
&lt;br /&gt;
==The Hidden (aka Hide)==&lt;br /&gt;
&lt;br /&gt;
One team consists of 1-4 powerful players who are 99% invisible, that have blades attached to their arms, moves quickly, can jump and grab onto ledges, can see through walls, and can heal by stabbing corpses.&lt;br /&gt;
&lt;br /&gt;
The other team is full of soldiers who have to either kill the monsters or survive until the timer runs out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players to Monster Ratio&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!# of Players&lt;br /&gt;
!# of Monsters&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt; 10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout the duration of a round, there are objectives that soldiers can work together to capture by occupying them. Once captured, the monster will groan in agony and it's visibility will be increased. Soldiers have access to special items such as tripwire alarms, adrenaline shots, bandages, and special flashbangs that only affect the monsters and not your fellow teammates. A soldier will normally spawn with 4 different items: A primary weapon, a sidearm, and two miscellaneous items like a flashbang, bandage, adrenaline, or tripwire.&lt;br /&gt;
&lt;br /&gt;
Tripwire alarms will show a blue line that, when a monster passes through them, will beep and explode, damaging nearby monsters and soldiers. Adrenaline shots can be used once and will give you a temporary speed boost and 20 health as a shield that you will lose when the effect wears off. Tear and use the trigger to use bandages which will heal you by 33 health, and flashbangs will temporarily blind the monster and cause it to make a noise that can be heard by soldiers to find it's location. It's best to throw flashbangs high into the air as the effects (at least the noise the monster makes when affected) will work on any monster that isn't blocked by objects between where the flashbang goes off and where the monster is.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
&lt;br /&gt;
One team consists of visible &amp;quot;Hiddens&amp;quot;, the powers of which are the same as above but without any invisibility. At the start of a round, one random player is selected as the Hidden, and has to kill all other soldiers. Each soldier killed will become a Hidden themselves, and the Hidden team have unlimited lives. The first Hidden will always spawn with a grenade.&lt;br /&gt;
&lt;br /&gt;
The soldiers don't spawn with any of the special Hidden items like they do in The Hidden, however they do have the same gun loadouts, minus the tranquilizer loadout. Their goal is to survive until the timer runs out, before all of them become infected.&lt;br /&gt;
&lt;br /&gt;
==Push==&lt;br /&gt;
Two Teams compete with each other to either plant or diffuse bombs (slightly similar to SND). One team has to plant and prevent the other team from diffusing them. The second team has to defend bombsites and diffuse bombs.&lt;br /&gt;
&lt;br /&gt;
Both teams can respawn but the planters have a limited amount of &amp;quot;Tickets&amp;quot; (default set to 50) and their team will lose them for every player that picks a loadout in the spawn room. The team that plants bombs can also earn more Tickets for every bomb that explodes (default set to 25). When the bomb is planted, the planting team has an infinite amount of tickets until the bomb is diffused. Syringes don't contribute to tickets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams cannot buy their own weapons, and instead must choose a loadout in the spawn room. There can be a maximum of 7 different loadouts in the spawn room.&lt;br /&gt;
&lt;br /&gt;
'''Planting and Diffusing'''&lt;br /&gt;
----Arming the bomb requires you to spin the pin and pull down. Then plant in one of the bomb outlines and the countdown will start.&lt;br /&gt;
&lt;br /&gt;
Diffusing the bomb requires you to spin the rod and pull outwards (away from the bomb). The bomb will be diffused and the countdown will stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instructions to arm and diffuse the bomb can also be found in the spawn room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bomb's default explode time is one minute.&lt;br /&gt;
&lt;br /&gt;
==Prop Hunt==&lt;br /&gt;
&lt;br /&gt;
Two teams compete with each other to hide from or kill all members of the opposite team. One team consists of players with the ability to transform into various props in order to blend into their environment. The other team has the objective of killing all members of the opposite team before the time runs out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players hiding as props have the ability to taunt by pressing the thumbstick or may automatically taunt at fixed intervals (time based on current map) which is displayed on the player's scoreboard. When a player transforms into a prop, their health will fluctuate depending on the size of the prop (tiny prop = less health, big prop = more health) Hunters have infinite ammo and lose 5 health upon shooting a regular prop, so try to only shoot props that you believe are players. Hunters will also gain a small amount of health upon killing a player.&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1095</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1095"/>
		<updated>2025-07-06T21:41:22Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: added a message telling people to dm or @ me on discord if anything needs to be changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;if you're reading this um dm or @ me on discord (&amp;lt;code&amp;gt;@zxcubed&amp;lt;/code&amp;gt;) if i need to change anything&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;i don't actually know THAT much about the modkit LOL&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up your Project ==&lt;br /&gt;
In order to begin producing maps or projects for Pavlov, you must:&lt;br /&gt;
&lt;br /&gt;
* Use Windows.&lt;br /&gt;
* Have at least 16GB of RAM &amp;lt;small&amp;gt;'''''(any less and issues may occur when uploading your map to mod.io).'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Have Steam and Pavlov installed &amp;lt;small&amp;gt;'''''(not required if mapping for shack).'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Register a [https://mod.io Mod.io] &amp;amp; [https://store.epicgames.com Epic Games] Account.&lt;br /&gt;
* Install Epic Games Launcher&lt;br /&gt;
&lt;br /&gt;
Afterward, head to the Unreal Engine tab, and begin installing Unreal Engine 5.1.1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: When installing, select the following packages to install alongside UE5.1.1:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android '''(required for shack)'''&lt;br /&gt;
* Linux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, install the version of the Pavlov Modkit corresponding to the game version you’d like to make projects for. When on the GitHub page, click on “Code”, and then press “Download ZIP”.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!PC Engine&lt;br /&gt;
!Shack Engine&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit Pavlov VR PC Modkit]&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit/tree/Pavlov-Shack Pavlov VR Shack Modkit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extract your chosen Modkit and open the project.&lt;br /&gt;
&lt;br /&gt;
If the &amp;lt;code&amp;gt;.uproject&amp;lt;/code&amp;gt; does not open from the folder, right click the project and select &amp;quot;Open with...&amp;quot; and &amp;quot;Choose another app&amp;quot; and select the directory for UE5's executable (&amp;lt;code&amp;gt;UE5Editor.exe&amp;lt;/code&amp;gt;). Eventually upon relaunching UE5.1.1, you will be prompted to let UE recognize &amp;lt;code&amp;gt;.uproject&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
The project will take a while to load as Unreal Engine is busy compiling shaders. Once completed, click  “Window” in the menu bar then locate and open “Pavlov Workshop”. A window will open asking for you to log in to your Mod.io account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pavlov Workshop Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if needed).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create a project in UE5.1.1, open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image '''isn't''' required when making a project. Once you've input all the map information, press &amp;quot;Create Mod&amp;quot;. This will create a '''UGCxxxxxxx''' folder, giving your mod a unique code (represented as x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
You may produce multiple projects within the same Modkit, simply go back to &amp;quot;Create Mod&amp;quot; and fill out the name and description again and another '''UGCxxxxxxx''' folder will appear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three different options for project type. This brings us to...&lt;br /&gt;
&lt;br /&gt;
== Mods,  Maps, and Gamemodes ==&lt;br /&gt;
As of Update 30 on Pavlov and Pavlov Shack's release, the Modkit introduced three different categories of mod type.&lt;br /&gt;
&lt;br /&gt;
# Mods&lt;br /&gt;
# Maps&lt;br /&gt;
# Gamemodes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mods''' can contain gameplay assets, level geometry, etc.&lt;br /&gt;
&lt;br /&gt;
Maps and Gamemodes can rely on mods for their content, but mods should not rely on Maps, Gamemodes, or other mods. They shouldn't alter the gameplay loop; if this is your goal, create a Gamemode instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Maps''' can function as a complete package, containing a map and gamemode (a &amp;quot;Legacy&amp;quot; setup), or as the environment itself, where the game logic is handled by a separate, custom game mode.&lt;br /&gt;
&lt;br /&gt;
Maps can rely on mods for additional content, however, when enabling a custom game logic to the map, the map will be locked to use that game logic ''only'', preventing other gamemodes or logic from being used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, '''Gamemodes''' completely override the game logic of a level.&lt;br /&gt;
&lt;br /&gt;
Gamemodes can rely on mods for additional content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these different types of project can be created when opening the &amp;quot;Workshop&amp;quot; window in the Modkit. There are buttons at the bottom of the &amp;quot;Create Mod&amp;quot; tab, allowing you to pick between the three.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Mod ===&lt;br /&gt;
----In order to create a mod, you must select &amp;quot;Mod&amp;quot; while you're still in the &amp;quot;Create Mod&amp;quot; menu in the &amp;quot;Workshop&amp;quot; window. Afterward, create a &amp;quot;Pavlov_ModInitializer&amp;quot; actor inside your UGC folder.&lt;br /&gt;
&lt;br /&gt;
This gets created on the client and server, but it is not replicated. Use this class to spawn additional content, get access to the globalinfo, gamelogic etc.&lt;br /&gt;
&lt;br /&gt;
A modifier called &amp;quot;OnModInitialized&amp;quot; will be attached to the &amp;quot;Pavlov_ModInitializer&amp;quot; which can be overridden. It can be used to add custom guns, items etc similar to the setup previously done in the global info.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;SKIP THE NEXT STEP IF YOU ARE CREATING A CONTENT MOD (ie. static meshes for a level.)&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Open your mod definition, set the &amp;quot;ModInitializer&amp;quot; to the &amp;quot;Pavlov_ModInitializer&amp;quot; actor we just created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add any additional content you'd like inside your UGC folder. If the mod is being used as a content pack, then you can map/gamemode dependencies on this mod and use this content with other UGC plugins.&lt;br /&gt;
&lt;br /&gt;
Lastly, upload your mod to Mod.io, and you're done!&lt;br /&gt;
&lt;br /&gt;
=== Creating a Gamemode ===&lt;br /&gt;
----1. Create the UGC (make sure to select Gamemode)&lt;br /&gt;
&lt;br /&gt;
2. Create a Pavlov_GameLogic (we will not be covering how to create a gamemode loop just the basics of uploading). Leave the definition blank inside the game logic, you can assign your own player proxy and global info.&lt;br /&gt;
&lt;br /&gt;
3. Open your definition inside your ugc, assign the Pavlov_GameLogic you created.&lt;br /&gt;
&lt;br /&gt;
4. Upload to Mod.io&lt;br /&gt;
&lt;br /&gt;
Note: You cannot load a custom gamemode if the map is a custom gamemode map (it has custom gamemode enabled in the map definition)&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
There are multiple ways to make a new level in Unreal Engine. You may create a new level by clicking &amp;quot;File&amp;quot; &amp;gt; &amp;quot;New Level&amp;quot; and pick between &amp;quot;Basic&amp;quot; or &amp;quot;Empty Level&amp;quot;. Delete &amp;quot;ExponentialHeightFog&amp;quot; and &amp;quot;VolumetricCloud&amp;quot; from the level. You can also press CTRL + S to save if you just want to make an empty level. You can place objects and actors into your map using the &amp;quot;Place Actors&amp;quot; window. Set the directory of your level to be within your '''UGCxxxxxxx'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be sure to press &amp;quot;Save All&amp;quot; in the Content Browser to save everything in the UGC, not just the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your '''UGCxxxxxxx''' folder. In the definition file, you'll see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Label&amp;quot;''''' should be changed to the name of your map as this is the one which appears in map select.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Version&amp;quot;''''' should be changed '''only''' if you've made any changes to the project and the map has already been uploaded to Mod.io.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Map&amp;quot;''''' should be linked to a level built specifically for the PC branch and a different (hopefully more optimized) level should be applied to '''''&amp;quot;Quest Map&amp;quot;''''' for the Shack branch. The selected level should default to &amp;quot;NewMap&amp;quot; unless you've already changed it.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Compatibility&amp;quot;''''' opens a drop down displaying the various gamemodes your map '''completely''' supports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;NOTE: Do not select a gamemode if you did not add functionality for it (ex. Prop Hunt or Push).&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your '''UGCxxxxxxx''' folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies, but set it to these if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders) (Allied in WW2 TDM)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers) (Wehrmacht in WW2 TDM)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Dynamic ONLY, it allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spawns for teams need at least 4.5m of space to their right for them to spawn properly.&lt;br /&gt;
&lt;br /&gt;
Your spawn may not be inside the floor as it will cause players to fall through the floor. To counteract this, move your spawn above the ground slightly, and press the '''&amp;quot;END&amp;quot;''' key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
==== Map Layout ====&lt;br /&gt;
----When creating the layout of your map, it's best to make a sketch to preview so you know what to do when making your map. This isn't necessarily a tutorial on how to make a map, simply how you'd go about making the environment for it. [https://www.worldofleveldesign.com/categories/cat-level-design.php World of Level Design] is a good starting point on learning how to create a good level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you've settled on a layout, you can either build the map out in a different program (ie. [https://blender.org Blender]) or use Geometry Brushes to shape out your map within your UE project.&lt;br /&gt;
&lt;br /&gt;
I am personally against using meshes for your maps as they're less efficient to make maps with and are much more troublesome to use compared to Geometry Brushes.&lt;br /&gt;
&lt;br /&gt;
Geometry Brushes can be found in the &amp;quot;Place Actors&amp;quot; window, which are quite good for [https://dev.epicgames.com/documentation/en-us/unreal-engine/geometry-brush-actors-in-unreal-engine#blockingoutlevels Block Brushing]. Personally, I've commonly used:&lt;br /&gt;
&lt;br /&gt;
* Box&lt;br /&gt;
* Cylinder&lt;br /&gt;
* Linear Stair&lt;br /&gt;
* Sphere&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The shape of these can be manipulated further when entering [https://dev.epicgames.com/documentation/en-us/unreal-engine/geometry-brush-actors-in-unreal-engine#brusheditingmode &amp;quot;Brush Editing Mode&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
There are two states for Geometry Brushes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Additive&lt;br /&gt;
!Subtractive&lt;br /&gt;
|-&lt;br /&gt;
|Takes up space in your environment in the shape of the Geometry Brush.&lt;br /&gt;
|Hollows out additive Geometry Brushes if currently intercecting one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the Modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the '''UGCxxxxxxx''' folder directory to import the map to the Modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----Lights are '''required''' to be set to Static as Pavlov does not support Stationary or Movable lights. If you wish to have dynamic lighting, follow the [https://mod.io/g/pavlov/r/dynamic-shadows-2-mapping-guide Dynamic Shadows 2 Mapping Guide] (PC only).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The types of lights typically used in maps are:&lt;br /&gt;
&lt;br /&gt;
* Directional Light&lt;br /&gt;
* Sky Light&lt;br /&gt;
* Spot Lights&lt;br /&gt;
* Point Lights&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other types of lights should be fine as well. There is no limit to how many you're allowed to use, it'll simply just make baking your lights take much longer.&lt;br /&gt;
&lt;br /&gt;
If you'd like your lighting to appear more lifelike, set &amp;quot;Indirect Lighting Intensity&amp;quot; at a value between 2-6 on your Sky Light and Directional Light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside the editor view is inaccurate before building your map. To preview how it'll appear in game, click &amp;quot;Build&amp;quot; in the menu bar and click &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures allow for realistic reflections to appear on all surfaces within it's reflection volume. They're useful for materials which have normal textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are two types of Reflection Captures that are typically used:&lt;br /&gt;
&lt;br /&gt;
# Sphere Reflection Captures&lt;br /&gt;
# Box Reflection Captures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any area NOT covered by a Reflection Capture will cause weapons to have no reflections and appear black during gameplay.&lt;br /&gt;
&lt;br /&gt;
They're all accessible from the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are required for the SND gamemode. At least one is required in order to function properly.&lt;br /&gt;
&lt;br /&gt;
You can set 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
By default, the Bomb Plants will be treated as Bomb Plant &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb faces outward in the direction of arrow pointing outward of the model.&lt;br /&gt;
&lt;br /&gt;
Leave room between the wall and Bomb Plant (approx. 5 units) to prevent the bomb from clipping into the wall behind it.&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----Blueprint Actors for KOTH (King of the Hill) can be found in &amp;quot;CustomMapTools&amp;quot; &amp;gt; &amp;quot;Blueprints&amp;quot; Content folder. Remember to have &amp;quot;Show Plugin Content&amp;quot; ticked (or enabled) in the Content Browser's view options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;BP_KOTHObjectiveProxy&amp;quot;''''' should be used in your level in areas where you want hill points to appear.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;BP_KOTHSettingsProxy&amp;quot;''''' should be used in your level if you wish to change win conditions or limit a player's max ammo.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials can be used to make your map's environment more visually interesting. &amp;lt;blockquote&amp;gt;''&amp;quot; You '''could''' publish your map with the default UE textures but it doesn't mean you '''should'''... &amp;quot;''&lt;br /&gt;
&lt;br /&gt;
- zxcubed &amp;lt;small&amp;gt;(the one writing this whole page)&amp;lt;/small&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Physical Materials can be used within a material to determine the type of properties your base Material has. There are two variants of each Physical Material.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Default&lt;br /&gt;
!Thin&lt;br /&gt;
|-&lt;br /&gt;
|Does not allow bullets to pass through.&lt;br /&gt;
(No bullet penetration/wallbang.)&lt;br /&gt;
|Allows bullets to pass through.&lt;br /&gt;
(Allows bullet penetration/wallbang.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If Physical Materials do not appear when making a material, follow &amp;quot;CustomMapToolsContent&amp;quot; &amp;gt; &amp;quot;PhysMaterials&amp;quot; in the Content Browser. Select all of the Physical Materials and right click. Do this for the Default and Thin variants. They should appear now. Any Physical Materials you haven's used will have this problem upon relaunching UE. Fix it by repeating the previous steps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are various websites you can receive textures from for free including:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free &amp;lt;small&amp;gt;''(contains very few free textures)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://dev.epicgames.com/documentation/en-us/unreal-engine/creating-and-using-material-instances-in-unreal-engine Material Instances] are not required on your maps but allow for better optimization and a slightly higher frame rate during playtime.&lt;br /&gt;
&lt;br /&gt;
On Pavlov Shack, textures should be maxed out to dimensions at or under '''512 x 512''' as any textures higher than that will be down-scaled.&lt;br /&gt;
&lt;br /&gt;
UV's should be stored within 0 to 1 coordinates as any UV's less than 0 or greater than 1 will cause your texture to become a pixelated mess on Pavlov Shack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multiple guides exist on what you should do with your textures. Some are listed below:&lt;br /&gt;
&lt;br /&gt;
* https://mod.io/g/pavlov/r/how-to-fix-low-quality-textures-and-shadows&lt;br /&gt;
* https://mod.io/g/pavlov/r/best-practices-for-shack-materials&lt;br /&gt;
* https://mod.io/g/pavlov/r/how-to-fix-pixelated-textures &lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----&amp;quot;Nav Mesh Bounds Volume&amp;quot; is used for bot navigation, allowing them to walk around your map. It must cover the entire playable (or accessible) area of your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If certain areas do not fill that a player could walk through, a &amp;quot;Nav Link Proxy&amp;quot; can be used to fill that area in.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: DO NOT''' change any details within the &amp;quot;Nav Mesh Bounds Volume&amp;quot; or else it will not work.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Blocking Volumes can be used to prevent players from accessing specific areas of your map.&lt;br /&gt;
&lt;br /&gt;
Kill Volumes kill any player who enters it's area. Both volumes appear transparent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Brush Editing Mode&amp;quot; can be used to adjust the volume to however you need it. You can vastly change the shape if you wanted to using this mode.&lt;br /&gt;
&lt;br /&gt;
It's recommended to use Blocking Volumes over stairs in the shape of a ramp to prevent the camera from hopping aggressively when walking up the stairs.&lt;br /&gt;
&lt;br /&gt;
They can also be used to smooth out narrow and busy areas of the map to prevent players from getting stuck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pavlov Kill Volumes&amp;quot; should be put ~1000-2000 units under the playable area your map. It should be bigger than the entire map to kill players that glitched out or somehow fell out of your map.&lt;br /&gt;
&lt;br /&gt;
They should also be used for hazardous objects placed within your environment like deep water or the front of a moving train.&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----&amp;quot;Pavlov Ladder Volumes&amp;quot; allow the player to go up walls or areas that'd normally be inaccessible like very steep slopes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a player walks into this volume, they will stick to the area they've walked into and their position will go up linearly.&lt;br /&gt;
&lt;br /&gt;
Do not overlap these volumes as a player can get stuck between them. These volumes are very buggy, and players can fling themselves off of these volumes. Use with caution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms. Do NOT attempt to change their shape using &amp;quot;Brush Editing Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes '''without''' overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''&amp;lt;big&amp;gt;BEFORE UPLOADING:&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''REMINDER: If you have 16GB of RAM or less, you will very likely have issues when building and packaging your map to Mod.io.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once your map is ready for the public's eyes, open the &amp;quot;Pavlov Workshop&amp;quot; window and click &amp;quot;Upload Mod&amp;quot;. Select your mod and select which version(s) you want to upload to Mod.io.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov (PC)&lt;br /&gt;
|Pavlov Shack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below, a tick box labeled &amp;quot;Share Mod Assets&amp;quot; will be grayed out if your project is not a Content Mod. Only Content Mods are allowed to have this ticked.&lt;br /&gt;
&lt;br /&gt;
Once you're ready, hit &amp;quot;Upload Mod&amp;quot; at the bottom. This will begin the building process of your mod. This will take approximately 40-60 minutes. Building for the first time will take significantly longer than your next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After your mod has finished building, go to Mod.io, open &amp;quot;My Content&amp;quot;, and look for your mod. Click &amp;quot;Manage&amp;quot; and edit all of the required forms.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Requirements&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Mod Name&lt;br /&gt;
|The name that appears on your project's Mod.io page.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Mod Listing Image&lt;br /&gt;
|The image which appears on your project's Mod.io page.&lt;br /&gt;
(16:9, Min 512 x 288, Max 8MB)&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Summary&lt;br /&gt;
|The description of your map (must be at least 10 characters long).&lt;br /&gt;
|This is longer than 10 characters.&lt;br /&gt;
|-&lt;br /&gt;
|Visibility&lt;br /&gt;
|Whether your mod will appear on the Pavlov Mod.io page.&lt;br /&gt;
|Public&lt;br /&gt;
|-&lt;br /&gt;
|Tags&lt;br /&gt;
|The type of mod your project is (Map, Mod, or Gamemode).&lt;br /&gt;
|Map&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Manage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1094</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1094"/>
		<updated>2025-07-01T11:12:43Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: i forgot again sob&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up your Project ==&lt;br /&gt;
In order to begin producing maps or projects for Pavlov, you must:&lt;br /&gt;
&lt;br /&gt;
* Use Windows.&lt;br /&gt;
* Have at least 16GB of RAM &amp;lt;small&amp;gt;'''''(any less and issues may occur when uploading your map to mod.io).'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Have Steam and Pavlov installed &amp;lt;small&amp;gt;'''''(not required if mapping for shack).'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Register a [https://mod.io Mod.io] &amp;amp; [https://store.epicgames.com Epic Games] Account.&lt;br /&gt;
* Install Epic Games Launcher&lt;br /&gt;
&lt;br /&gt;
Afterward, head to the Unreal Engine tab, and begin installing Unreal Engine 5.1.1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: When installing, select the following packages to install alongside UE5.1.1:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android '''(required for shack)'''&lt;br /&gt;
* Linux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, install the version of the Pavlov Modkit corresponding to the game version you’d like to make projects for. When on the GitHub page, click on “Code”, and then press “Download ZIP”.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!PC Engine&lt;br /&gt;
!Shack Engine&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit Pavlov VR PC Modkit]&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit/tree/Pavlov-Shack Pavlov VR Shack Modkit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extract your chosen Modkit and open the project.&lt;br /&gt;
&lt;br /&gt;
If the &amp;lt;code&amp;gt;.uproject&amp;lt;/code&amp;gt; does not open from the folder, right click the project and select &amp;quot;Open with...&amp;quot; and &amp;quot;Choose another app&amp;quot; and select the directory for UE5's executable (&amp;lt;code&amp;gt;UE5Editor.exe&amp;lt;/code&amp;gt;). Eventually upon relaunching UE5.1.1, you will be prompted to let UE recognize &amp;lt;code&amp;gt;.uproject&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
The project will take a while to load as Unreal Engine is busy compiling shaders. Once completed, click  “Window” in the menu bar then locate and open “Pavlov Workshop”. A window will open asking for you to log in to your Mod.io account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pavlov Workshop Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if needed).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create a project in UE5.1.1, open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image '''isn't''' required when making a project. Once you've input all the map information, press &amp;quot;Create Mod&amp;quot;. This will create a '''UGCxxxxxxx''' folder, giving your mod a unique code (represented as x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
You may produce multiple projects within the same Modkit, simply go back to &amp;quot;Create Mod&amp;quot; and fill out the name and description again and another '''UGCxxxxxxx''' folder will appear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three different options for project type. This brings us to...&lt;br /&gt;
&lt;br /&gt;
== Mods,  Maps, and Gamemodes ==&lt;br /&gt;
As of Update 30 on Pavlov and Pavlov Shack's release, the Modkit introduced three different categories of mod type.&lt;br /&gt;
&lt;br /&gt;
# Mods&lt;br /&gt;
# Maps&lt;br /&gt;
# Gamemodes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mods''' can contain gameplay assets, level geometry, etc.&lt;br /&gt;
&lt;br /&gt;
Maps and Gamemodes can rely on mods for their content, but mods should not rely on Maps, Gamemodes, or other mods. They shouldn't alter the gameplay loop; if this is your goal, create a Gamemode instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Maps''' can function as a complete package, containing a map and gamemode (a &amp;quot;Legacy&amp;quot; setup), or as the environment itself, where the game logic is handled by a separate, custom game mode.&lt;br /&gt;
&lt;br /&gt;
Maps can rely on mods for additional content, however, when enabling a custom game logic to the map, the map will be locked to use that game logic ''only'', preventing other gamemodes or logic from being used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, '''Gamemodes''' completely override the game logic of a level.&lt;br /&gt;
&lt;br /&gt;
Gamemodes can rely on mods for additional content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these different types of project can be created when opening the &amp;quot;Workshop&amp;quot; window in the Modkit. There are buttons at the bottom of the &amp;quot;Create Mod&amp;quot; tab, allowing you to pick between the three.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Mod ===&lt;br /&gt;
----In order to create a mod, you must select &amp;quot;Mod&amp;quot; while you're still in the &amp;quot;Create Mod&amp;quot; menu in the &amp;quot;Workshop&amp;quot; window. Afterward, create a &amp;quot;Pavlov_ModInitializer&amp;quot; actor inside your UGC folder.&lt;br /&gt;
&lt;br /&gt;
This gets created on the client and server, but it is not replicated. Use this class to spawn additional content, get access to the globalinfo, gamelogic etc.&lt;br /&gt;
&lt;br /&gt;
A modifier called &amp;quot;OnModInitialized&amp;quot; will be attached to the &amp;quot;Pavlov_ModInitializer&amp;quot; which can be overridden. It can be used to add custom guns, items etc similar to the setup previously done in the global info.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;SKIP THE NEXT STEP IF YOU ARE CREATING A CONTENT MOD (ie. static meshes for a level.)&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Open your mod definition, set the &amp;quot;ModInitializer&amp;quot; to the &amp;quot;Pavlov_ModInitializer&amp;quot; actor we just created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add any additional content you'd like inside your UGC folder. If the mod is being used as a content pack, then you can map/gamemode dependencies on this mod and use this content with other UGC plugins.&lt;br /&gt;
&lt;br /&gt;
Lastly, upload your mod to Mod.io, and you're done!&lt;br /&gt;
&lt;br /&gt;
=== Creating a Gamemode ===&lt;br /&gt;
----1. Create the UGC (make sure to select Gamemode)&lt;br /&gt;
&lt;br /&gt;
2. Create a Pavlov_GameLogic (we will not be covering how to create a gamemode loop just the basics of uploading). Leave the definition blank inside the game logic, you can assign your own player proxy and global info.&lt;br /&gt;
&lt;br /&gt;
3. Open your definition inside your ugc, assign the Pavlov_GameLogic you created.&lt;br /&gt;
&lt;br /&gt;
4. Upload to Mod.io&lt;br /&gt;
&lt;br /&gt;
Note: You cannot load a custom gamemode if the map is a custom gamemode map (it has custom gamemode enabled in the map definition)&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
There are multiple ways to make a new level in Unreal Engine. You may create a new level by clicking &amp;quot;File&amp;quot; &amp;gt; &amp;quot;New Level&amp;quot; and pick between &amp;quot;Basic&amp;quot; or &amp;quot;Empty Level&amp;quot;. Delete &amp;quot;ExponentialHeightFog&amp;quot; and &amp;quot;VolumetricCloud&amp;quot; from the level. You can also press CTRL + S to save if you just want to make an empty level. You can place objects and actors into your map using the &amp;quot;Place Actors&amp;quot; window. Set the directory of your level to be within your '''UGCxxxxxxx'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be sure to press &amp;quot;Save All&amp;quot; in the Content Browser to save everything in the UGC, not just the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your '''UGCxxxxxxx''' folder. In the definition file, you'll see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Label&amp;quot;''''' should be changed to the name of your map as this is the one which appears in map select.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Version&amp;quot;''''' should be changed '''only''' if you've made any changes to the project and the map has already been uploaded to Mod.io.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Map&amp;quot;''''' should be linked to a level built specifically for the PC branch and a different (hopefully more optimized) level should be applied to '''''&amp;quot;Quest Map&amp;quot;''''' for the Shack branch. The selected level should default to &amp;quot;NewMap&amp;quot; unless you've already changed it.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Compatibility&amp;quot;''''' opens a drop down displaying the various gamemodes your map '''completely''' supports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;NOTE: Do not select a gamemode if you did not add functionality for it (ex. Prop Hunt or Push).&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your '''UGCxxxxxxx''' folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies, but set it to these if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders) (Allied in WW2 TDM)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers) (Wehrmacht in WW2 TDM)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Dynamic ONLY, it allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spawns for teams need at least 4.5m of space to their right for them to spawn properly.&lt;br /&gt;
&lt;br /&gt;
Your spawn may not be inside the floor as it will cause players to fall through the floor. To counteract this, move your spawn above the ground slightly, and press the '''&amp;quot;END&amp;quot;''' key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
==== Map Layout ====&lt;br /&gt;
----When creating the layout of your map, it's best to make a sketch to preview so you know what to do when making your map. This isn't necessarily a tutorial on how to make a map, simply how you'd go about making the environment for it. [https://www.worldofleveldesign.com/categories/cat-level-design.php World of Level Design] is a good starting point on learning how to create a good level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you've settled on a layout, you can either build the map out in a different program (ie. [https://blender.org Blender]) or use Geometry Brushes to shape out your map within your UE project.&lt;br /&gt;
&lt;br /&gt;
I am personally against using meshes for your maps as they're less efficient to make maps with and are much more troublesome to use compared to Geometry Brushes.&lt;br /&gt;
&lt;br /&gt;
Geometry Brushes can be found in the &amp;quot;Place Actors&amp;quot; window, which are quite good for [https://dev.epicgames.com/documentation/en-us/unreal-engine/geometry-brush-actors-in-unreal-engine#blockingoutlevels Block Brushing]. Personally, I've commonly used:&lt;br /&gt;
&lt;br /&gt;
* Box&lt;br /&gt;
* Cylinder&lt;br /&gt;
* Linear Stair&lt;br /&gt;
* Sphere&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The shape of these can be manipulated further when entering [https://dev.epicgames.com/documentation/en-us/unreal-engine/geometry-brush-actors-in-unreal-engine#brusheditingmode &amp;quot;Brush Editing Mode&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
There are two states for Geometry Brushes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Additive&lt;br /&gt;
!Subtractive&lt;br /&gt;
|-&lt;br /&gt;
|Takes up space in your environment in the shape of the Geometry Brush.&lt;br /&gt;
|Hollows out additive Geometry Brushes if currently intercecting one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the Modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the '''UGCxxxxxxx''' folder directory to import the map to the Modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----Lights are '''required''' to be set to Static as Pavlov does not support Stationary or Movable lights. If you wish to have dynamic lighting, follow the [https://mod.io/g/pavlov/r/dynamic-shadows-2-mapping-guide Dynamic Shadows 2 Mapping Guide] (PC only).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The types of lights typically used in maps are:&lt;br /&gt;
&lt;br /&gt;
* Directional Light&lt;br /&gt;
* Sky Light&lt;br /&gt;
* Spot Lights&lt;br /&gt;
* Point Lights&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other types of lights should be fine as well. There is no limit to how many you're allowed to use, it'll simply just make baking your lights take much longer.&lt;br /&gt;
&lt;br /&gt;
If you'd like your lighting to appear more lifelike, set &amp;quot;Indirect Lighting Intensity&amp;quot; at a value between 2-6 on your Sky Light and Directional Light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside the editor view is inaccurate before building your map. To preview how it'll appear in game, click &amp;quot;Build&amp;quot; in the menu bar and click &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures allow for realistic reflections to appear on all surfaces within it's reflection volume. They're useful for materials which have normal textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are two types of Reflection Captures that are typically used:&lt;br /&gt;
&lt;br /&gt;
# Sphere Reflection Captures&lt;br /&gt;
# Box Reflection Captures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any area NOT covered by a Reflection Capture will cause weapons to have no reflections and appear black during gameplay.&lt;br /&gt;
&lt;br /&gt;
They're all accessible from the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are required for the SND gamemode. At least one is required in order to function properly.&lt;br /&gt;
&lt;br /&gt;
You can set 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
By default, the Bomb Plants will be treated as Bomb Plant &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb faces outward in the direction of arrow pointing outward of the model.&lt;br /&gt;
&lt;br /&gt;
Leave room between the wall and Bomb Plant (approx. 5 units) to prevent the bomb from clipping into the wall behind it.&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----Blueprint Actors for KOTH (King of the Hill) can be found in &amp;quot;CustomMapTools&amp;quot; &amp;gt; &amp;quot;Blueprints&amp;quot; Content folder. Remember to have &amp;quot;Show Plugin Content&amp;quot; ticked (or enabled) in the Content Browser's view options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;BP_KOTHObjectiveProxy&amp;quot;''''' should be used in your level in areas where you want hill points to appear.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;BP_KOTHSettingsProxy&amp;quot;''''' should be used in your level if you wish to change win conditions or limit a player's max ammo.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials can be used to make your map's environment more visually interesting. &amp;lt;blockquote&amp;gt;''&amp;quot; You '''could''' publish your map with the default UE textures but it doesn't mean you '''should'''... &amp;quot;''&lt;br /&gt;
&lt;br /&gt;
- zxcubed &amp;lt;small&amp;gt;(the one writing this whole page)&amp;lt;/small&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Physical Materials can be used within a material to determine the type of properties your base Material has. There are two variants of each Physical Material.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Default&lt;br /&gt;
!Thin&lt;br /&gt;
|-&lt;br /&gt;
|Does not allow bullets to pass through.&lt;br /&gt;
(No bullet penetration/wallbang.)&lt;br /&gt;
|Allows bullets to pass through.&lt;br /&gt;
(Allows bullet penetration/wallbang.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If Physical Materials do not appear when making a material, follow &amp;quot;CustomMapToolsContent&amp;quot; &amp;gt; &amp;quot;PhysMaterials&amp;quot; in the Content Browser. Select all of the Physical Materials and right click. Do this for the Default and Thin variants. They should appear now. Any Physical Materials you haven's used will have this problem upon relaunching UE. Fix it by repeating the previous steps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are various websites you can receive textures from for free including:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free &amp;lt;small&amp;gt;''(contains very few free textures)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://dev.epicgames.com/documentation/en-us/unreal-engine/creating-and-using-material-instances-in-unreal-engine Material Instances] are not required on your maps but allow for better optimization and a slightly higher frame rate during playtime.&lt;br /&gt;
&lt;br /&gt;
On Pavlov Shack, textures should be maxed out to dimensions at or under '''512 x 512''' as any textures higher than that will be down-scaled.&lt;br /&gt;
&lt;br /&gt;
UV's should be stored within 0 to 1 coordinates as any UV's less than 0 or greater than 1 will cause your texture to become a pixelated mess on Pavlov Shack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multiple guides exist on what you should do with your textures. Some are listed below:&lt;br /&gt;
&lt;br /&gt;
* https://mod.io/g/pavlov/r/how-to-fix-low-quality-textures-and-shadows&lt;br /&gt;
* https://mod.io/g/pavlov/r/best-practices-for-shack-materials&lt;br /&gt;
* https://mod.io/g/pavlov/r/how-to-fix-pixelated-textures &lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----&amp;quot;Nav Mesh Bounds Volume&amp;quot; is used for bot navigation, allowing them to walk around your map. It must cover the entire playable (or accessible) area of your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If certain areas do not fill that a player could walk through, a &amp;quot;Nav Link Proxy&amp;quot; can be used to fill that area in.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: DO NOT''' change any details within the &amp;quot;Nav Mesh Bounds Volume&amp;quot; or else it will not work.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Blocking Volumes can be used to prevent players from accessing specific areas of your map.&lt;br /&gt;
&lt;br /&gt;
Kill Volumes kill any player who enters it's area. Both volumes appear transparent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Brush Editing Mode&amp;quot; can be used to adjust the volume to however you need it. You can vastly change the shape if you wanted to using this mode.&lt;br /&gt;
&lt;br /&gt;
It's recommended to use Blocking Volumes over stairs in the shape of a ramp to prevent the camera from hopping aggressively when walking up the stairs.&lt;br /&gt;
&lt;br /&gt;
They can also be used to smooth out narrow and busy areas of the map to prevent players from getting stuck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pavlov Kill Volumes&amp;quot; should be put ~1000-2000 units under the playable area your map. It should be bigger than the entire map to kill players that glitched out or somehow fell out of your map.&lt;br /&gt;
&lt;br /&gt;
They should also be used for hazardous objects placed within your environment like deep water or the front of a moving train.&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----&amp;quot;Pavlov Ladder Volumes&amp;quot; allow the player to go up walls or areas that'd normally be inaccessible like very steep slopes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a player walks into this volume, they will stick to the area they've walked into and their position will go up linearly.&lt;br /&gt;
&lt;br /&gt;
Do not overlap these volumes as a player can get stuck between them. These volumes are very buggy, and players can fling themselves off of these volumes. Use with caution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms. Do NOT attempt to change their shape using &amp;quot;Brush Editing Mode.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes '''without''' overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''&amp;lt;big&amp;gt;BEFORE UPLOADING:&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''REMINDER: If you have 16GB of RAM or less, you will very likely have issues when building and packaging your map to Mod.io.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once your map is ready for the public's eyes, open the &amp;quot;Pavlov Workshop&amp;quot; window and click &amp;quot;Upload Mod&amp;quot;. Select your mod and select which version(s) you want to upload to Mod.io.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov (PC)&lt;br /&gt;
|Pavlov Shack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below, a tick box labeled &amp;quot;Share Mod Assets&amp;quot; will be grayed out if your project is not a Content Mod. Only Content Mods are allowed to have this ticked.&lt;br /&gt;
&lt;br /&gt;
Once you're ready, hit &amp;quot;Upload Mod&amp;quot; at the bottom. This will begin the building process of your mod. This will take approximately 40-60 minutes. Building for the first time will take significantly longer than your next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After your mod has finished building, go to Mod.io, open &amp;quot;My Content&amp;quot;, and look for your mod. Click &amp;quot;Manage&amp;quot; and edit all of the required forms.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Requirements&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Mod Name&lt;br /&gt;
|The name that appears on your project's Mod.io page.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Mod Listing Image&lt;br /&gt;
|The image which appears on your project's Mod.io page.&lt;br /&gt;
(16:9, Min 512 x 288, Max 8MB)&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Summary&lt;br /&gt;
|The description of your map (must be at least 10 characters long).&lt;br /&gt;
|This is longer than 10 characters.&lt;br /&gt;
|-&lt;br /&gt;
|Visibility&lt;br /&gt;
|Whether your mod will appear on the Pavlov Mod.io page.&lt;br /&gt;
|Public&lt;br /&gt;
|-&lt;br /&gt;
|Tags&lt;br /&gt;
|The type of mod your project is (Map, Mod, or Gamemode).&lt;br /&gt;
|Map&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Manage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1093</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1093"/>
		<updated>2025-06-30T22:52:44Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: heading :broken_heart:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up your Project ==&lt;br /&gt;
In order to begin producing maps or projects for Pavlov, you must:&lt;br /&gt;
&lt;br /&gt;
* Use Windows.&lt;br /&gt;
* Have at least 16GB of RAM &amp;lt;small&amp;gt;'''''(any less and issues may occur when uploading your map to mod.io).'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Have Steam and Pavlov installed &amp;lt;small&amp;gt;'''''(not required if mapping for shack).'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Register a Mod.io &amp;amp; Epic Games Account.&lt;br /&gt;
* Install Epic Games Launcher&lt;br /&gt;
&lt;br /&gt;
Afterward, head to the Unreal Engine tab, and begin installing Unreal Engine 5.1.1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: When installing, select the following packages to install alongside UE5.1.1:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android '''(required for shack)'''&lt;br /&gt;
* Linux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, install the version of the Pavlov Modkit corresponding to the game version you’d like to make projects for. When on the GitHub page, click on “Code”, and then press “Download ZIP”.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!PC Engine&lt;br /&gt;
!Shack Engine&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit Pavlov VR PC Modkit]&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit/tree/Pavlov-Shack Pavlov VR Shack Modkit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extract your chosen Modkit and open the project. The project will take a while to load as Unreal Engine is busy compiling shaders. Once completed, click  “Window” in the menu bar then locate and open “Pavlov Workshop”. A window will open asking for you to log in to your Mod.io account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pavlov Workshop Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if needed).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create a project in UE5.1.1, open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image '''isn't''' required when making a project. Once you've input all the map information, press &amp;quot;Create Mod&amp;quot;. This will create a '''UGCxxxxxxx''' folder, giving your mod a unique code (represented as x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
You may produce multiple projects within the same Modkit, simply go back to &amp;quot;Create Mod&amp;quot; and fill out the name and description again and another '''UGCxxxxxxx''' folder will appear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three different options for project type. This brings us to...&lt;br /&gt;
&lt;br /&gt;
== Mods,  Maps, and Gamemodes ==&lt;br /&gt;
As of Update 30 on Pavlov and Pavlov Shack's release, the Modkit introduced three different categories of mod type.&lt;br /&gt;
&lt;br /&gt;
# Mods&lt;br /&gt;
# Maps&lt;br /&gt;
# Gamemodes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mods''' can contain gameplay assets, level geometry, etc.&lt;br /&gt;
&lt;br /&gt;
Maps and Gamemodes can rely on mods for their content, but mods should not rely on Maps, Gamemodes, or other mods. They shouldn't alter the gameplay loop; if this is your goal, create a Gamemode instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Maps''' can function as a complete package, containing a map and gamemode (a &amp;quot;Legacy&amp;quot; setup), or as the environment itself, where the game logic is handled by a separate, custom game mode.&lt;br /&gt;
&lt;br /&gt;
Maps can rely on mods for additional content, however, when enabling a custom game logic to the map, the map will be locked to use that game logic ''only'', preventing other gamemodes or logic from being used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, '''Gamemodes''' completely override the game logic of a level.&lt;br /&gt;
&lt;br /&gt;
Gamemodes can rely on mods for additional content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these different types of project can be created when opening the &amp;quot;Workshop&amp;quot; window in the Modkit. There are buttons at the bottom of the &amp;quot;Create Mod&amp;quot; tab, allowing you to pick between the three.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Mod ===&lt;br /&gt;
----In order to create a mod, you must select &amp;quot;Mod&amp;quot; when creating your project, and create a &amp;quot;Pavlov_ModInitializer&amp;quot; actor inside your UGC folder.&lt;br /&gt;
&lt;br /&gt;
This gets created on the client and server, but it is not replicated. Use this class to spawn additional content, get access to the globalinfo, gamelogic etc.&lt;br /&gt;
&lt;br /&gt;
A modifier called &amp;quot;OnModInitialized&amp;quot; will be attached to the &amp;quot;Pavlov_ModInitializer&amp;quot; which can be overridden. It can be used to add custom guns, items etc similar to the setup previously done in the global info.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;SKIP THE NEXT STEP IF YOU ARE CREATING A CONTENT MOD (ie. static meshes for a level.)&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Open your mod definition, set the &amp;quot;ModInitializer&amp;quot; to the &amp;quot;Pavlov_ModInitializer&amp;quot; actor we just created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add any additional content you'd like inside your UGC folder. If the mod is being used as a content pack, then you can map/gamemode dependencies on this mod and use this content with other UGC plugins.&lt;br /&gt;
&lt;br /&gt;
Lastly, upload your mod to Mod.io, and you're done!&lt;br /&gt;
&lt;br /&gt;
=== Creating a Gamemode ===&lt;br /&gt;
----1. Create the UGC (make sure to select Gamemode)&lt;br /&gt;
&lt;br /&gt;
2. Create a Pavlov_GameLogic (we will not be covering how to create a gamemode loop just the basics of uploading). Leave the definition blank inside the game logic, you can assign your own player proxy and global info.&lt;br /&gt;
&lt;br /&gt;
3. Open your definition inside your ugc, assign the Pavlov_GameLogic you created.&lt;br /&gt;
&lt;br /&gt;
4. Upload to Mod.io&lt;br /&gt;
&lt;br /&gt;
Note: You cannot load a custom gamemode if the map is a custom gamemode map (it has custom gamemode enabled in the map definition)&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
There are multiple ways to make a new level in Unreal Engine. You may create a new level by clicking &amp;quot;File&amp;quot; &amp;gt; &amp;quot;New Level&amp;quot; and pick between &amp;quot;Basic&amp;quot; or &amp;quot;Empty Level&amp;quot;. Delete &amp;quot;ExponentialHeightFog&amp;quot; and &amp;quot;VolumetricCloud&amp;quot; from the level. You can also press CTRL + S to save if you just want to make an empty level. You can place objects and actors into your map using the &amp;quot;Place Actors&amp;quot; window. Set the directory of your level to be within your '''UGCxxxxxxx'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be sure to press &amp;quot;Save All&amp;quot; in the Content Browser to save everything in the UGC, not just the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your '''UGCxxxxxxx''' folder. In the definition file, you'll see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Label&amp;quot;''''' should be changed to the name of your map as this is the one which appears in map select.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Version&amp;quot;''''' should be changed '''only''' if you've made any changes to the project and the map has already been uploaded to Mod.io.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Map&amp;quot;''''' should be linked to a level built specifically for the PC branch and a different (hopefully more optimized) level should be applied to '''''&amp;quot;Quest Map&amp;quot;''''' for the Shack branch. The selected level should default to &amp;quot;NewMap&amp;quot; unless you've already changed it.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Compatibility&amp;quot;''''' opens a drop down displaying the various gamemodes your map '''completely''' supports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;NOTE: Do not select a gamemode if you did not add functionality for it (ex. Prop Hunt or Push).&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your '''UGCxxxxxxx''' folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies, but set it to these if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders) (Allied in WW2 TDM)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers) (Wehrmacht in WW2 TDM)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Dynamic ONLY, it allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spawns for teams need at least 4.5m of space to their right for them to spawn properly.&lt;br /&gt;
&lt;br /&gt;
Your spawn may not be inside the floor as it will cause players to fall through the floor. To counteract this, move your spawn above the ground slightly, and press the '''&amp;quot;END&amp;quot;''' key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
==== Map Layout ====&lt;br /&gt;
----When creating the layout of your map, it's best to make a sketch to preview so you know what to do when making your map. This isn't necessarily a tutorial on how to make a map, simply how you'd go about making the environment for it. [https://www.worldofleveldesign.com/categories/cat-level-design.php World of Level Design] is a good starting point on learning how to create a good level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you've settled on a layout, you can either build the map out in a different program (ie. Blender) or use geometry brushes to shape out your map within your UE project.&lt;br /&gt;
&lt;br /&gt;
Geometry Brushes can be found in the &amp;quot;Place Actors&amp;quot; window, which are quite good for Block Brushing. Personally, I've commonly used:&lt;br /&gt;
&lt;br /&gt;
* Box&lt;br /&gt;
* Cylinder&lt;br /&gt;
* Linear Stair&lt;br /&gt;
* Sphere&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The shape of these can be manipulated further when entering [https://dev.epicgames.com/documentation/en-us/unreal-engine/geometry-brush-actors-in-unreal-engine#brusheditingmode &amp;quot;Brush Editing Mode&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
There are two states for Geometry Brushes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Additive&lt;br /&gt;
!Subtractive&lt;br /&gt;
|-&lt;br /&gt;
|Takes up space in the shape of the Geometry Brush.&lt;br /&gt;
|Hollows out any additive Geometry Brushes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the Modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the '''UGCxxxxxxx''' folder directory to import the map to the Modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----Lights are '''required''' to be set to Static as Pavlov does not support Stationary or Movable lights. If you wish to have dynamic lighting, follow the [https://mod.io/g/pavlov/r/dynamic-shadows-2-mapping-guide Dynamic Shadows 2 Mapping Guide] (PC only).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The types of lights typically used in maps are:&lt;br /&gt;
&lt;br /&gt;
* Directional Light&lt;br /&gt;
* Sky Light&lt;br /&gt;
* Spot Lights&lt;br /&gt;
* Point Lights&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other types of lights should be fine as well. There is no limit to how many you're allowed to use, it'll simply just make baking your lights take much longer.&lt;br /&gt;
&lt;br /&gt;
If you'd like your lighting to appear more lifelike, set &amp;quot;Indirect Lighting Intensity&amp;quot; at a value between 2-6 on your Sky Light and Directional Light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside the editor view is inaccurate before building your map. To preview how it'll appear in game, click &amp;quot;Build&amp;quot; in the menu bar and click &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures allow for realistic reflections to appear on all surfaces within it's reflection volume. They're useful for materials which have normal textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are two types of Reflection Captures that are typically used:&lt;br /&gt;
&lt;br /&gt;
# Sphere Reflection Captures&lt;br /&gt;
# Box Reflection Captures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any area NOT covered by a Reflection Capture will cause weapons to have no reflections and appear black during gameplay.&lt;br /&gt;
&lt;br /&gt;
They're all accessible from the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are required for the SND gamemode. At least one is required in order to function properly.&lt;br /&gt;
&lt;br /&gt;
You can set 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
By default, the Bomb Plants will be treated as Bomb Plant &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb faces outward in the direction of arrow pointing outward of the model.&lt;br /&gt;
&lt;br /&gt;
Leave room between the wall and Bomb Plant (approx. 5 units) to prevent the bomb from clipping into the wall behind it.&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----Blueprint Actors for KOTH (King of the Hill) can be found in &amp;quot;CustomMapTools&amp;quot; &amp;gt; &amp;quot;Blueprints&amp;quot; Content folder. Remember to have &amp;quot;Show Plugin Content&amp;quot; ticked (or enabled) in the Content Browser's view options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;BP_KOTHObjectiveProxy&amp;quot;''''' should be used in your level in areas where you want hill points to appear.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;BP_KOTHSettingsProxy&amp;quot;''''' should be used in your level if you wish to change win conditions or limit a player's max ammo.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials can be used to make your map's environment more visually interesting. &amp;lt;blockquote&amp;gt;''&amp;quot; You '''could''' publish your map with the default UE textures but it doesn't mean you '''should'''... &amp;quot;''&lt;br /&gt;
&lt;br /&gt;
- zxcubed &amp;lt;small&amp;gt;(the one writing this whole page)&amp;lt;/small&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Physical Materials can be used within a material to determine the type of properties your base Material has. There are two variants of each Physical Material.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Default&lt;br /&gt;
!Thin&lt;br /&gt;
|-&lt;br /&gt;
|Does not allow bullets to pass through.&lt;br /&gt;
(No bullet penetration/wallbang.)&lt;br /&gt;
|Allows bullets to pass through.&lt;br /&gt;
(Allows bullet penetration/wallbang.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If Physical Materials do not appear when making a material, follow &amp;quot;CustomMapToolsContent&amp;quot; &amp;gt; &amp;quot;PhysMaterials&amp;quot; in the Content Browser. Select all of the Physical Materials and right click. Do this for the Default and Thin variants. They should appear now. Any Physical Materials you haven's used will have this problem upon relaunching UE. Fix it by repeating the previous steps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are various websites you can receive textures from for free including:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free &amp;lt;small&amp;gt;''(contains very few free textures)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://dev.epicgames.com/documentation/en-us/unreal-engine/creating-and-using-material-instances-in-unreal-engine Material Instances] are not required on your maps but allow for better optimization and a slightly higher frame rate during playtime.&lt;br /&gt;
&lt;br /&gt;
On Pavlov Shack, textures should be maxed out to dimensions at or under '''512 x 512''' as any textures higher than that will be down-scaled.&lt;br /&gt;
&lt;br /&gt;
UV's should be stored within 0 to 1 coordinates as any UV's less than 0 or greater than 1 will cause your texture to become a pixelated mess on Pavlov Shack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multiple guides exist on what you should do with your textures. Some are listed below:&lt;br /&gt;
&lt;br /&gt;
* https://mod.io/g/pavlov/r/how-to-fix-low-quality-textures-and-shadows&lt;br /&gt;
* https://mod.io/g/pavlov/r/best-practices-for-shack-materials&lt;br /&gt;
* https://mod.io/g/pavlov/r/how-to-fix-pixelated-textures &lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map. Make sure it is slightly bigger than the entire map. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes '''without''' overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''&amp;lt;big&amp;gt;BEFORE UPLOADING:&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard. Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once your map is ready for the public's eyes, open the &amp;quot;Pavlov Workshop&amp;quot; window and click &amp;quot;Upload Mod&amp;quot;. Select your mod and select which version(s) you want to upload to Mod.io.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov (PC)&lt;br /&gt;
|Pavlov Shack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below, a tick box labeled &amp;quot;Share Mod Assets&amp;quot; will be grayed out if your project is not a Content Mod. Only Content Mods are allowed to have this ticked.&lt;br /&gt;
&lt;br /&gt;
Once you're ready, hit &amp;quot;Upload Mod&amp;quot; at the bottom. This will begin the building process of your mod. This will take approximately 40-60 minutes. Building for the first time will take significantly longer than your next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After your mod has finished building, go to Mod.io, open &amp;quot;My Content&amp;quot;, and look for your mod. Click &amp;quot;Manage&amp;quot; and edit all of the required forms.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Requirements&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Mod Name&lt;br /&gt;
|The name that appears on your project's Mod.io page.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Mod Listing Image&lt;br /&gt;
|The image which appears on your project's Mod.io page.&lt;br /&gt;
(16:9, Min 512 x 288, Max 8MB)&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Summary&lt;br /&gt;
|The description of your map (must be at least 10 characters long).&lt;br /&gt;
|This is longer than 10 characters.&lt;br /&gt;
|-&lt;br /&gt;
|Visibility&lt;br /&gt;
|Whether your mod will appear on the Pavlov Mod.io page.&lt;br /&gt;
|Public&lt;br /&gt;
|-&lt;br /&gt;
|Tags&lt;br /&gt;
|The type of mod your project is (Map, Mod, or Gamemode).&lt;br /&gt;
|Map&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Manage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1092</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1092"/>
		<updated>2025-06-30T22:52:13Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: i changed a lot i forgot what tho LOL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up your Project ==&lt;br /&gt;
In order to begin producing maps or projects for Pavlov, you must:&lt;br /&gt;
&lt;br /&gt;
* Use Windows.&lt;br /&gt;
* Have at least 16GB of RAM &amp;lt;small&amp;gt;'''''(any less and issues may occur when uploading your map to mod.io).'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Have Steam and Pavlov installed &amp;lt;small&amp;gt;'''''(not required if mapping for shack).'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Register a Mod.io &amp;amp; Epic Games Account.&lt;br /&gt;
* Install Epic Games Launcher&lt;br /&gt;
&lt;br /&gt;
Afterward, head to the Unreal Engine tab, and begin installing Unreal Engine 5.1.1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: When installing, select the following packages to install alongside UE5.1.1:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android '''(required for shack)'''&lt;br /&gt;
* Linux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, install the version of the Pavlov Modkit corresponding to the game version you’d like to make projects for. When on the GitHub page, click on “Code”, and then press “Download ZIP”.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!PC Engine&lt;br /&gt;
!Shack Engine&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit Pavlov VR PC Modkit]&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit/tree/Pavlov-Shack Pavlov VR Shack Modkit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extract your chosen Modkit and open the project. The project will take a while to load as Unreal Engine is busy compiling shaders. Once completed, click  “Window” in the menu bar then locate and open “Pavlov Workshop”. A window will open asking for you to log in to your Mod.io account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pavlov Workshop Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if needed).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create a project in UE5.1.1, open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image '''isn't''' required when making a project. Once you've input all the map information, press &amp;quot;Create Mod&amp;quot;. This will create a '''UGCxxxxxxx''' folder, giving your mod a unique code (represented as x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
You may produce multiple projects within the same Modkit, simply go back to &amp;quot;Create Mod&amp;quot; and fill out the name and description again and another '''UGCxxxxxxx''' folder will appear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three different options for project type. This brings us to...&lt;br /&gt;
&lt;br /&gt;
== Mods,  Maps, and Gamemodes ==&lt;br /&gt;
As of Update 30 on Pavlov and Pavlov Shack's release, the Modkit introduced three different categories of mod type.&lt;br /&gt;
&lt;br /&gt;
# Mods&lt;br /&gt;
# Maps&lt;br /&gt;
# Gamemodes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mods''' can contain gameplay assets, level geometry, etc.&lt;br /&gt;
&lt;br /&gt;
Maps and Gamemodes can rely on mods for their content, but mods should not rely on Maps, Gamemodes, or other mods. They shouldn't alter the gameplay loop; if this is your goal, create a Gamemode instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Maps''' can function as a complete package, containing a map and gamemode (a &amp;quot;Legacy&amp;quot; setup), or as the environment itself, where the game logic is handled by a separate, custom game mode.&lt;br /&gt;
&lt;br /&gt;
Maps can rely on mods for additional content, however, when enabling a custom game logic to the map, the map will be locked to use that game logic ''only'', preventing other gamemodes or logic from being used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, '''Gamemodes''' completely override the game logic of a level.&lt;br /&gt;
&lt;br /&gt;
Gamemodes can rely on mods for additional content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these different types of project can be created when opening the &amp;quot;Workshop&amp;quot; window in the Modkit. There are buttons at the bottom of the &amp;quot;Create Mod&amp;quot; tab, allowing you to pick between the three.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Mod ===&lt;br /&gt;
----In order to create a mod, you must select &amp;quot;Mod&amp;quot; when creating your project, and create a &amp;quot;Pavlov_ModInitializer&amp;quot; actor inside your UGC folder.&lt;br /&gt;
&lt;br /&gt;
This gets created on the client and server, but it is not replicated. Use this class to spawn additional content, get access to the globalinfo, gamelogic etc.&lt;br /&gt;
&lt;br /&gt;
A modifier called &amp;quot;OnModInitialized&amp;quot; will be attached to the &amp;quot;Pavlov_ModInitializer&amp;quot; which can be overridden. It can be used to add custom guns, items etc similar to the setup previously done in the global info.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;SKIP THE NEXT STEP IF YOU ARE CREATING A CONTENT MOD (ie. static meshes for a level.)&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Open your mod definition, set the &amp;quot;ModInitializer&amp;quot; to the &amp;quot;Pavlov_ModInitializer&amp;quot; actor we just created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add any additional content you'd like inside your UGC folder. If the mod is being used as a content pack, then you can map/gamemode dependencies on this mod and use this content with other UGC plugins.&lt;br /&gt;
&lt;br /&gt;
Lastly, upload your mod to Mod.io, and you're done!&lt;br /&gt;
&lt;br /&gt;
=== Creating a Gamemode ===&lt;br /&gt;
----1. Create the UGC (make sure to select Gamemode)&lt;br /&gt;
&lt;br /&gt;
2. Create a Pavlov_GameLogic (we will not be covering how to create a gamemode loop just the basics of uploading). Leave the definition blank inside the game logic, you can assign your own player proxy and global info.&lt;br /&gt;
&lt;br /&gt;
3. Open your definition inside your ugc, assign the Pavlov_GameLogic you created.&lt;br /&gt;
&lt;br /&gt;
4. Upload to Mod.io&lt;br /&gt;
&lt;br /&gt;
Note: You cannot load a custom gamemode if the map is a custom gamemode map (it has custom gamemode enabled in the map definition)&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
There are multiple ways to make a new level in Unreal Engine. You may create a new level by clicking &amp;quot;File&amp;quot; &amp;gt; &amp;quot;New Level&amp;quot; and pick between &amp;quot;Basic&amp;quot; or &amp;quot;Empty Level&amp;quot;. Delete &amp;quot;ExponentialHeightFog&amp;quot; and &amp;quot;VolumetricCloud&amp;quot; from the level. You can also press CTRL + S to save if you just want to make an empty level. You can place objects and actors into your map using the &amp;quot;Place Actors&amp;quot; window. Set the directory of your level to be within your '''UGCxxxxxxx'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be sure to press &amp;quot;Save All&amp;quot; in the Content Browser to save everything in the UGC, not just the level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your '''UGCxxxxxxx''' folder. In the definition file, you'll see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Label&amp;quot;''''' should be changed to the name of your map as this is the one which appears in map select.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Version&amp;quot;''''' should be changed '''only''' if you've made any changes to the project and the map has already been uploaded to Mod.io.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Map&amp;quot;''''' should be linked to a level built specifically for the PC branch and a different (hopefully more optimized) level should be applied to '''''&amp;quot;Quest Map&amp;quot;''''' for the Shack branch. The selected level should default to &amp;quot;NewMap&amp;quot; unless you've already changed it.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;Compatibility&amp;quot;''''' opens a drop down displaying the various gamemodes your map '''completely''' supports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;NOTE: Do not select a gamemode if you did not add functionality for it (ex. Prop Hunt or Push).&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your '''UGCxxxxxxx''' folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies, but set it to these if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders) (Allied in WW2 TDM)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers) (Wehrmacht in WW2 TDM)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Dynamic ONLY, it allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spawns for teams need at least 4.5m of space to their right for them to spawn properly.&lt;br /&gt;
&lt;br /&gt;
Your spawn may not be inside the floor as it will cause players to fall through the floor. To counteract this, move your spawn above the ground slightly, and press the '''&amp;quot;END&amp;quot;''' key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
=== Map Layout ===&lt;br /&gt;
----When creating the layout of your map, it's best to make a sketch to preview so you know what to do when making your map. This isn't necessarily a tutorial on how to make a map, simply how you'd go about making the environment for it. [https://www.worldofleveldesign.com/categories/cat-level-design.php World of Level Design] is a good starting point on learning how to create a good level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you've settled on a layout, you can either build the map out in a different program (ie. Blender) or use geometry brushes to shape out your map within your UE project.&lt;br /&gt;
&lt;br /&gt;
Geometry Brushes can be found in the &amp;quot;Place Actors&amp;quot; window, which are quite good for Block Brushing. Personally, I've commonly used:&lt;br /&gt;
&lt;br /&gt;
* Box&lt;br /&gt;
* Cylinder&lt;br /&gt;
* Linear Stair&lt;br /&gt;
* Sphere&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The shape of these can be manipulated further when entering [https://dev.epicgames.com/documentation/en-us/unreal-engine/geometry-brush-actors-in-unreal-engine#brusheditingmode &amp;quot;Brush Editing Mode&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
There are two states for Geometry Brushes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Additive&lt;br /&gt;
!Subtractive&lt;br /&gt;
|-&lt;br /&gt;
|Takes up space in the shape of the Geometry Brush.&lt;br /&gt;
|Hollows out any additive Geometry Brushes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the Modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the '''UGCxxxxxxx''' folder directory to import the map to the Modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----Lights are '''required''' to be set to Static as Pavlov does not support Stationary or Movable lights. If you wish to have dynamic lighting, follow the [https://mod.io/g/pavlov/r/dynamic-shadows-2-mapping-guide Dynamic Shadows 2 Mapping Guide] (PC only).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The types of lights typically used in maps are:&lt;br /&gt;
&lt;br /&gt;
* Directional Light&lt;br /&gt;
* Sky Light&lt;br /&gt;
* Spot Lights&lt;br /&gt;
* Point Lights&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other types of lights should be fine as well. There is no limit to how many you're allowed to use, it'll simply just make baking your lights take much longer.&lt;br /&gt;
&lt;br /&gt;
If you'd like your lighting to appear more lifelike, set &amp;quot;Indirect Lighting Intensity&amp;quot; at a value between 2-6 on your Sky Light and Directional Light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside the editor view is inaccurate before building your map. To preview how it'll appear in game, click &amp;quot;Build&amp;quot; in the menu bar and click &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures allow for realistic reflections to appear on all surfaces within it's reflection volume. They're useful for materials which have normal textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are two types of Reflection Captures that are typically used:&lt;br /&gt;
&lt;br /&gt;
# Sphere Reflection Captures&lt;br /&gt;
# Box Reflection Captures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any area NOT covered by a Reflection Capture will cause weapons to have no reflections and appear black during gameplay.&lt;br /&gt;
&lt;br /&gt;
They're all accessible from the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are required for the SND gamemode. At least one is required in order to function properly.&lt;br /&gt;
&lt;br /&gt;
You can set 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
By default, the Bomb Plants will be treated as Bomb Plant &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb faces outward in the direction of arrow pointing outward of the model.&lt;br /&gt;
&lt;br /&gt;
Leave room between the wall and Bomb Plant (approx. 5 units) to prevent the bomb from clipping into the wall behind it.&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----Blueprint Actors for KOTH (King of the Hill) can be found in &amp;quot;CustomMapTools&amp;quot; &amp;gt; &amp;quot;Blueprints&amp;quot; Content folder. Remember to have &amp;quot;Show Plugin Content&amp;quot; ticked (or enabled) in the Content Browser's view options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;BP_KOTHObjectiveProxy&amp;quot;''''' should be used in your level in areas where you want hill points to appear.&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;BP_KOTHSettingsProxy&amp;quot;''''' should be used in your level if you wish to change win conditions or limit a player's max ammo.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials can be used to make your map's environment more visually interesting. &amp;lt;blockquote&amp;gt;''&amp;quot; You '''could''' publish your map with the default UE textures but it doesn't mean you '''should'''... &amp;quot;''&lt;br /&gt;
&lt;br /&gt;
- zxcubed &amp;lt;small&amp;gt;(the one writing this whole page)&amp;lt;/small&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Physical Materials can be used within a material to determine the type of properties your base Material has. There are two variants of each Physical Material.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Default&lt;br /&gt;
!Thin&lt;br /&gt;
|-&lt;br /&gt;
|Does not allow bullets to pass through.&lt;br /&gt;
(No bullet penetration/wallbang.)&lt;br /&gt;
|Allows bullets to pass through.&lt;br /&gt;
(Allows bullet penetration/wallbang.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If Physical Materials do not appear when making a material, follow &amp;quot;CustomMapToolsContent&amp;quot; &amp;gt; &amp;quot;PhysMaterials&amp;quot; in the Content Browser. Select all of the Physical Materials and right click. Do this for the Default and Thin variants. They should appear now. Any Physical Materials you haven's used will have this problem upon relaunching UE. Fix it by repeating the previous steps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are various websites you can receive textures from for free including:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free &amp;lt;small&amp;gt;''(contains very few free textures)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://dev.epicgames.com/documentation/en-us/unreal-engine/creating-and-using-material-instances-in-unreal-engine Material Instances] are not required on your maps but allow for better optimization and a slightly higher frame rate during playtime.&lt;br /&gt;
&lt;br /&gt;
On Pavlov Shack, textures should be maxed out to dimensions at or under '''512 x 512''' as any textures higher than that will be down-scaled.&lt;br /&gt;
&lt;br /&gt;
UV's should be stored within 0 to 1 coordinates as any UV's less than 0 or greater than 1 will cause your texture to become a pixelated mess on Pavlov Shack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Multiple guides exist on what you should do with your textures. Some are listed below:&lt;br /&gt;
&lt;br /&gt;
* https://mod.io/g/pavlov/r/how-to-fix-low-quality-textures-and-shadows&lt;br /&gt;
* https://mod.io/g/pavlov/r/best-practices-for-shack-materials&lt;br /&gt;
* https://mod.io/g/pavlov/r/how-to-fix-pixelated-textures &lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map. Make sure it is slightly bigger than the entire map. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes '''without''' overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''&amp;lt;big&amp;gt;BEFORE UPLOADING:&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard. Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once your map is ready for the public's eyes, open the &amp;quot;Pavlov Workshop&amp;quot; window and click &amp;quot;Upload Mod&amp;quot;. Select your mod and select which version(s) you want to upload to Mod.io.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov (PC)&lt;br /&gt;
|Pavlov Shack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Below, a tick box labeled &amp;quot;Share Mod Assets&amp;quot; will be grayed out if your project is not a Content Mod. Only Content Mods are allowed to have this ticked.&lt;br /&gt;
&lt;br /&gt;
Once you're ready, hit &amp;quot;Upload Mod&amp;quot; at the bottom. This will begin the building process of your mod. This will take approximately 40-60 minutes. Building for the first time will take significantly longer than your next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After your mod has finished building, go to Mod.io, open &amp;quot;My Content&amp;quot;, and look for your mod. Click &amp;quot;Manage&amp;quot; and edit all of the required forms.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Requirements&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Mod Name&lt;br /&gt;
|The name that appears on your project's Mod.io page.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Mod Listing Image&lt;br /&gt;
|The image which appears on your project's Mod.io page.&lt;br /&gt;
(16:9, Min 512 x 288, Max 8MB)&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Summary&lt;br /&gt;
|The description of your map (must be at least 10 characters long).&lt;br /&gt;
|This is longer than 10 characters.&lt;br /&gt;
|-&lt;br /&gt;
|Visibility&lt;br /&gt;
|Whether your mod will appear on the Pavlov Mod.io page.&lt;br /&gt;
|Public&lt;br /&gt;
|-&lt;br /&gt;
|Tags&lt;br /&gt;
|The type of mod your project is (Map, Mod, or Gamemode).&lt;br /&gt;
|Map&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Manage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1091</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1091"/>
		<updated>2025-06-29T21:02:53Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: /* Setting up your Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up your Project ==&lt;br /&gt;
In order to begin producing maps or projects for Pavlov, you must:&lt;br /&gt;
&lt;br /&gt;
* Register a Mod.io &amp;amp; Epic Games Account.&lt;br /&gt;
* Install Epic Games Launcher&lt;br /&gt;
&lt;br /&gt;
Afterward, head to the Unreal Engine tab, and begin installing Unreal Engine 5.1.1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: When installing, select the following packages to install alongside UE5.1.1:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android '''(required for shack)'''&lt;br /&gt;
* Linux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, install the version of the Pavlov Modkit corresponding to the game version you’d like to make projects for. When on the GitHub page, click on “Code”, and then press “Download ZIP”.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!PC Engine&lt;br /&gt;
!Shack Engine&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit Pavlov VR PC Modkit]&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit/tree/Pavlov-Shack Pavlov VR Shack Modkit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extract your chosen Modkit and open the project. The project will take a while to load as Unreal Engine is busy compiling shaders. Once completed, click  “Window” in the menu bar then locate and open “Pavlov Workshop”. A window will open asking for you to log in to your Mod.io account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pavlov Workshop Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if needed).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create a project in UE5.1.1, open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image '''isn't''' required when making a project. Once you've input all the map information, press &amp;quot;Create Mod&amp;quot;. This will create a '''UGCxxxxxxx''' folder, giving your mod a unique code (represented as x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three different options for project type. This brings us to...&lt;br /&gt;
&lt;br /&gt;
== Mods,  Maps, and Gamemodes ==&lt;br /&gt;
As of Update 30 on Pavlov and Pavlov Shack's release, the Modkit introduced three different categories of mod type.&lt;br /&gt;
&lt;br /&gt;
# Mods&lt;br /&gt;
# Maps&lt;br /&gt;
# Gamemodes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mods''' can contain gameplay assets, level geometry, etc.&lt;br /&gt;
&lt;br /&gt;
Maps and Gamemodes can rely on mods for their content, but mods should not rely on Maps, Gamemodes, or other mods. They shouldn't alter the gameplay loop; if this is your goal, create a Gamemode instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Maps''' can function as a complete package, containing a map and gamemode (a &amp;quot;Legacy&amp;quot; setup), or as the environment itself, where the game logic is handled by a separate, custom game mode.&lt;br /&gt;
&lt;br /&gt;
Maps can rely on mods for additional content, however, when enabling a custom game logic to the map, the map will be locked to use that game logic ''only'', preventing other gamemodes or logic from being used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, '''Gamemodes''' completely override the game logic of a level.&lt;br /&gt;
&lt;br /&gt;
Gamemodes can rely on mods for additional content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these different types of project can be created when opening the &amp;quot;Workshop&amp;quot; window in the Modkit. There are buttons at the bottom of the &amp;quot;Create Mod&amp;quot; tab, allowing you to pick between the three.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Mod ===&lt;br /&gt;
----In order to create a mod, you must select &amp;quot;Mod&amp;quot; when creating your project, and create a &amp;quot;Pavlov_ModInitializer&amp;quot; actor inside your UGC folder.&lt;br /&gt;
&lt;br /&gt;
This gets created on the client and server, but it is not replicated. Use this class to spawn additional content, get access to the globalinfo, gamelogic etc.&lt;br /&gt;
&lt;br /&gt;
A modifier called &amp;quot;OnModInitialized&amp;quot; will be attached to the &amp;quot;Pavlov_ModInitializer&amp;quot; which can be overridden. It can be used to add custom guns, items etc similar to the setup previously done in the global info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SKIP THIS NEXT STEP IF YOU ARE CREATING A CONTENT MOD (ie. static meshes for a level.)'''&lt;br /&gt;
&lt;br /&gt;
Open your mod definition, set the &amp;quot;ModInitializer&amp;quot; to the &amp;quot;Pavlov_ModInitializer&amp;quot; actor we just created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add any additional content you'd like inside your UGC folder. If the mod is being used as a content pack, then you can map/gamemode dependencies on this mod and use this content with other UGC plugins.&lt;br /&gt;
&lt;br /&gt;
Lastly, upload your mod to Mod.io, and you're done!&lt;br /&gt;
&lt;br /&gt;
=== Creating a Gamemode ===&lt;br /&gt;
----1. Create the UGC (make sure to select Gamemode)&lt;br /&gt;
&lt;br /&gt;
2. Create a Pavlov_GameLogic (we will not be covering how to create a gamemode loop just the basics of uploading). Leave the definition blank inside the game logic, you can assign your own player proxy and global info.&lt;br /&gt;
&lt;br /&gt;
3. Open your definition inside your ugc, assign the Pavlov_GameLogic you created.&lt;br /&gt;
&lt;br /&gt;
4. Upload to Mod.io&lt;br /&gt;
&lt;br /&gt;
Note: You cannot load a custom gamemode if the map is a custom gamemode map (it has custom gamemode enabled in the map definition)&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet.&lt;br /&gt;
&lt;br /&gt;
Compatibility opens a drop down menu, which allows you to select a verity of gamemodes that your map fully supports&lt;br /&gt;
&lt;br /&gt;
'''Do not select a gamemode if you did not add functionality for it (ex. Prop Hunt or Push).'''&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies, but set it to these if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders) (Allied in WW2 TDM)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers) (Wehrmacht in WW2 TDM)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Dynamic ONLY, it allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spawns for teams need at least 4.5m of space to their right for them to spawn properly.&lt;br /&gt;
&lt;br /&gt;
Your spawn may not be inside the floor as it will cause players to fall through the floor. To counteract this, move your spawn above the ground slightly, and press the &amp;quot;END&amp;quot; key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the Modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the Modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside of the editor before building is inaccurate. To see how it'll really look like in game, click the &amp;quot;Build&amp;quot; tab and click either &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume. They're useful whenever using materials with normal textures.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Adding Reflection Captures to your map will prevent weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default, the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can get textures from these websites:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free (barely any free textures)&lt;br /&gt;
&lt;br /&gt;
Material Instances are not required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended to be used on Pavlov VR.&lt;br /&gt;
&lt;br /&gt;
For Pavlov Shack, textures should be 512x512 as they'll get down-scaled at any other texture size higher than it.&lt;br /&gt;
&lt;br /&gt;
Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you encounter any issues related to textures on Pavlov Shack, this link may help.&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov/r/best-practices-for-shack-materials &lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map. Make sure it is slightly bigger than the entire map. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes '''without''' overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''&amp;lt;big&amp;gt;BEFORE UPLOADING:&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to be playable on.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack &lt;br /&gt;
|}&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1090</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1090"/>
		<updated>2025-06-29T20:18:27Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: fixing formatting again because visual editing is EVIL.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up your Project ==&lt;br /&gt;
In order to begin producing maps or projects for Pavlov, you must :&lt;br /&gt;
&lt;br /&gt;
* Register a Mod.io &amp;amp; Epic Games Account.&lt;br /&gt;
* Install Epic Games Launcher&lt;br /&gt;
&lt;br /&gt;
Afterward, head to the Unreal Engine tab, and begin installing Unreal Engine 5.1.1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: When installing, select the following packages to install alongside UE5.1.1:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android '''(required for shack)'''&lt;br /&gt;
* Linux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, install the version of the Pavlov Modkit corresponding to the game version you’d like to make projects for. When on the GitHub page, click on “Code”, and then press “Download ZIP”.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!PC Engine&lt;br /&gt;
!Shack Engine&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit Pavlov VR PC Modkit]&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit/tree/Pavlov-Shack Pavlov VR Shack Modkit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extract your chosen Modkit and open the project. The project will take a while to load as Unreal Engine is busy compiling shaders. Once completed, click  “Window” in the menu bar then locate and open “Pavlov Workshop”. A window will open asking for you to log in to your Mod.io account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pavlov Workshop Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if needed).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create a project in UE5.1.1, open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image '''isn't''' required when making a project. Once you've input all the map information, press &amp;quot;Create Mod&amp;quot;. This will create a '''UGCxxxxxxx''' folder, giving your mod a unique code (represented as x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three different options for project type. This brings us to...&lt;br /&gt;
&lt;br /&gt;
== Mods,  Maps, and Gamemodes ==&lt;br /&gt;
As of Update 30 on Pavlov and Pavlov Shack's release, the modkit introduced three different categories of mod type.&lt;br /&gt;
&lt;br /&gt;
# Mods&lt;br /&gt;
# Maps&lt;br /&gt;
# Gamemodes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mods''' can contain gameplay assets, level geometry, etc.&lt;br /&gt;
&lt;br /&gt;
Maps and Gamemodes can rely on mods for their content, but mods should not rely on Maps, Gamemodes, or other mods. They shouldn't alter the gameplay loop; if this is your goal, create a Gamemode instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Maps''' can function as a complete package, containing a map and gamemode (a &amp;quot;Legacy&amp;quot; setup), or as the environment itself, where the game logic is handled by a separate, custom game mode.&lt;br /&gt;
&lt;br /&gt;
Maps can rely on mods for additional content, however, when enabling a custom game logic to the map, the map will be locked to use that game logic ''only'', preventing other gamemodes or logic from being used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, '''Gamemodes''' completely override the game logic of a level.&lt;br /&gt;
&lt;br /&gt;
Gamemodes can rely on mods for additional content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these different types of project can be created when opening the &amp;quot;Workshop&amp;quot; window in the modkit. There are buttons at the bottom of the &amp;quot;Create Mod&amp;quot; tab, allowing you to pick between the three.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Mod ===&lt;br /&gt;
----In order to create a mod, you must select &amp;quot;Mod&amp;quot; when creating your project, and create a &amp;quot;Pavlov_ModInitializer&amp;quot; actor inside your UGC folder.&lt;br /&gt;
&lt;br /&gt;
This gets created on the client and server, but it is not replicated. Use this class to spawn additional content, get access to the globalinfo, gamelogic etc.&lt;br /&gt;
&lt;br /&gt;
A modifier called &amp;quot;OnModInitialized&amp;quot; will be attached to the &amp;quot;Pavlov_ModInitializer&amp;quot; which can be overridden. It can be used to add custom guns, items etc similar to the setup previously done in the global info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SKIP THIS NEXT STEP IF YOU ARE CREATING A CONTENT MOD (ie. static meshes for a level.)'''&lt;br /&gt;
&lt;br /&gt;
Open your mod definition, set the &amp;quot;ModInitializer&amp;quot; to the &amp;quot;Pavlov_ModInitializer&amp;quot; actor we just created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add any additional content you'd like inside your UGC folder. If the mod is being used as a content pack, then you can map/gamemode dependencies on this mod and use this content with other UGC plugins.&lt;br /&gt;
&lt;br /&gt;
Lastly, upload your mod to Mod.io, and you're done!&lt;br /&gt;
&lt;br /&gt;
=== Creating a Gamemode ===&lt;br /&gt;
----1. Create the UGC (make sure to select Gamemode)&lt;br /&gt;
&lt;br /&gt;
2. Create a Pavlov_GameLogic (we will not be covering how to create a gamemode loop just&lt;br /&gt;
&lt;br /&gt;
the basics of uploading). Leave the definition blank inside the game logic, you can assign&lt;br /&gt;
&lt;br /&gt;
your own player proxy and global info.&lt;br /&gt;
&lt;br /&gt;
3. Open your definition inside your ugc, assign the Pavlov_GameLogic you created.&lt;br /&gt;
&lt;br /&gt;
4. Upload to Mod.io&lt;br /&gt;
&lt;br /&gt;
Note: You cannot load a custom gamemode if the map is a custom gamemode map (it has&lt;br /&gt;
&lt;br /&gt;
custom gamemode enabled in the map definition)&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet.&lt;br /&gt;
&lt;br /&gt;
Compatibility opens a drop down menu, which allows you to select a verity of gamemodes that your map fully supports&lt;br /&gt;
&lt;br /&gt;
'''Do not select a gamemode if you did not add functionality for it (ex. Prop Hunt or Push).'''&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies, but set it to these if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders) (Allied in WW2 TDM)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers) (Wehrmacht in WW2 TDM)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Dynamic ONLY, it allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spawns for teams need at least 4.5m of space to their right for them to spawn properly.&lt;br /&gt;
&lt;br /&gt;
Your spawn may not be inside the floor as it will cause players to fall through the floor. To counteract this, move your spawn above the ground slightly, and press the &amp;quot;END&amp;quot; key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside of the editor before building is inaccurate. To see how it'll really look like in game, click the &amp;quot;Build&amp;quot; tab and click either &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume. They're useful whenever using materials with normal textures.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Adding Reflection Captures to your map will prevent weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default, the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can get textures from these websites:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free (barely any free textures)&lt;br /&gt;
&lt;br /&gt;
Material Instances are not required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended to be used on Pavlov VR.&lt;br /&gt;
&lt;br /&gt;
For Pavlov Shack, textures should be 512x512 as they'll get down-scaled at any other texture size higher than it.&lt;br /&gt;
&lt;br /&gt;
Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you encounter any issues related to textures on Pavlov Shack, this link may help.&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov/r/best-practices-for-shack-materials &lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map. Make sure it is slightly bigger than the entire map. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes '''without''' overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''&amp;lt;big&amp;gt;BEFORE UPLOADING:&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to be playable on.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack &lt;br /&gt;
|}&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1089</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1089"/>
		<updated>2025-06-29T20:16:03Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: rewrote setting up the project.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up your Project ==&lt;br /&gt;
In order to begin producing maps or projects for Pavlov, you must :&lt;br /&gt;
&lt;br /&gt;
* Register a Mod.io &amp;amp; Epic Games Account.&lt;br /&gt;
* Install Epic Games Launcher&lt;br /&gt;
&lt;br /&gt;
Afterward, head to the Unreal Engine tab, and begin installing Unreal Engine 5.1.1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''NOTE: When installing, select the following packages to install alongside UE5.1.1:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android '''(required for shack)'''&lt;br /&gt;
* Linux&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, install the version of the Pavlov Modkit corresponding to the game version you’d like to make projects for. When on the GitHub page, click on “Code”, and then press “Download ZIP”.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!PC Engine&lt;br /&gt;
!Shack Engine&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit Pavlov VR PC Modkit]&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit/tree/Pavlov-Shack Pavlov VR Shack Modkit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extract your chosen Modkit and open the project. The project will take a while to load as Unreal Engine is busy compiling shaders. Once completed, click  “Window” in the menu bar then locate and open “Pavlov Workshop”. A window will open asking for you to log in to your Mod.io account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pavlov Workshop Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if needed).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create a project in UE5.1.1, open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image '''isn't''' required when making a project. Once you've input all the map information, press &amp;quot;Create Mod&amp;quot;. This will create a '''UGCxxxxxxx''' folder, giving your mod a unique code (represented as x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are three different options for project type. This brings us to...&lt;br /&gt;
&lt;br /&gt;
== Mods,  Maps, and Gamemodes ==&lt;br /&gt;
As of Update 30 on Pavlov and Pavlov Shack's release, the modkit introduced three different categories of mod type.&lt;br /&gt;
&lt;br /&gt;
# Mods&lt;br /&gt;
# Maps&lt;br /&gt;
# Gamemodes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mods''' can contain gameplay assets, level geometry, etc.&lt;br /&gt;
&lt;br /&gt;
Maps and Gamemodes can rely on mods for their content, but mods should not rely on Maps, Gamemodes, or other mods. They shouldn't alter the gameplay loop; if this is your goal, create a Gamemode instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Maps''' can function as a complete package, containing a map and gamemode (a &amp;quot;Legacy&amp;quot; setup), or as the environment itself, where the game logic is handled by a separate, custom game mode.&lt;br /&gt;
&lt;br /&gt;
Maps can rely on mods for additional content, however, when enabling a custom game logic to the map, the map will be locked to use that game logic ''only'', preventing other gamemodes or logic from being used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, '''Gamemodes''' completely override the game logic of a level.&lt;br /&gt;
&lt;br /&gt;
Gamemodes can rely on mods for additional content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these different types of project can be created when opening the &amp;quot;Workshop&amp;quot; window in the modkit. There are buttons at the bottom of the &amp;quot;Create Mod&amp;quot; tab, allowing you to pick between the three.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Mod ===&lt;br /&gt;
----In order to create a mod, you must select &amp;quot;Mod&amp;quot; when creating your project, and create a &amp;quot;Pavlov_ModInitializer&amp;quot; actor inside your UGC folder.&lt;br /&gt;
&lt;br /&gt;
This gets created on the client and server, but it is not replicated. Use this class to spawn additional content, get access to the globalinfo, gamelogic etc.&lt;br /&gt;
&lt;br /&gt;
A modifier called &amp;quot;OnModInitialized&amp;quot; will be attached to the &amp;quot;Pavlov_ModInitializer&amp;quot; which can be overridden. It can be used to add custom guns, items etc similar to the setup previously done in the global info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SKIP THIS NEXT STEP IF YOU ARE CREATING A CONTENT MOD (ie. static meshes for a level.)'''&lt;br /&gt;
&lt;br /&gt;
Open your mod definition, set the &amp;quot;ModInitializer&amp;quot; to the &amp;quot;Pavlov_ModInitializer&amp;quot; actor we just created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add any additional content you'd like inside your UGC folder. If the mod is being used as a content pack, then you can map/gamemode dependencies on this mod and use this content with other UGC plugins.&lt;br /&gt;
&lt;br /&gt;
Lastly, upload your mod to Mod.io, and you're done!&lt;br /&gt;
&lt;br /&gt;
=== Creating a Gamemode ===&lt;br /&gt;
----1. Create the UGC (make sure to select Gamemode)&lt;br /&gt;
&lt;br /&gt;
2. Create a Pavlov_GameLogic (we will not be covering how to create a gamemode loop just&lt;br /&gt;
&lt;br /&gt;
the basics of uploading). Leave the definition blank inside the game logic, you can assign&lt;br /&gt;
&lt;br /&gt;
your own player proxy and global info.&lt;br /&gt;
&lt;br /&gt;
3. Open your definition inside your ugc, assign the Pavlov_GameLogic you created.&lt;br /&gt;
&lt;br /&gt;
4. Upload to Mod.io&lt;br /&gt;
&lt;br /&gt;
Note: You cannot load a custom gamemode if the map is a custom gamemode map (it has&lt;br /&gt;
&lt;br /&gt;
custom gamemode enabled in the map definition)&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet.&lt;br /&gt;
&lt;br /&gt;
Compatibility opens a drop down menu, which allows you to select a verity of gamemodes that your map fully supports&lt;br /&gt;
&lt;br /&gt;
'''Do not select a gamemode if you did not add functionality for it (ex. Prop Hunt or Push).'''&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies, but set it to these if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders) (Allied in WW2 TDM)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers) (Wehrmacht in WW2 TDM)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Dynamic ONLY, it allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spawns for teams need at least 4.5m of space to their right for them to spawn properly.&lt;br /&gt;
&lt;br /&gt;
Your spawn may not be inside the floor as it will cause players to fall through the floor. To counteract this, move your spawn above the ground slightly, and press the &amp;quot;END&amp;quot; key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside of the editor before building is inaccurate. To see how it'll really look like in game, click the &amp;quot;Build&amp;quot; tab and click either &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume. They're useful whenever using materials with normal textures.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Adding Reflection Captures to your map will prevent weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default, the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can get textures from these websites:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free (barely any free textures)&lt;br /&gt;
&lt;br /&gt;
Material Instances are not required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended to be used on Pavlov VR.&lt;br /&gt;
&lt;br /&gt;
For Pavlov Shack, textures should be 512x512 as they'll get down-scaled at any other texture size higher than it.&lt;br /&gt;
&lt;br /&gt;
Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you encounter any issues related to textures on Pavlov Shack, this link may help.&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov/r/best-practices-for-shack-materials &lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map. Make sure it is slightly bigger than the entire map. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes '''without''' overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''&amp;lt;big&amp;gt;BEFORE UPLOADING:&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to be playable on.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack &lt;br /&gt;
|}&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Gamemodes&amp;diff=1063</id>
		<title>Gamemodes</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Gamemodes&amp;diff=1063"/>
		<updated>2024-12-30T03:19:00Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: Replaced all old TTT icons with their newer counterparts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==Deathmatch==&lt;br /&gt;
&lt;br /&gt;
Team-less free for all against everyone on the server. You have access to every modern weapon via the buy wheel. To win, you must have the most kills in the server before the timer runs out. &lt;br /&gt;
&lt;br /&gt;
==Gun Game==&lt;br /&gt;
&lt;br /&gt;
Each player spawns with an M249. Once a player receives a kill with the weapon, the next weapon in the list spawns in their hand and they must earn a kill with it. This process continues until a player has killed another player with the knife. There are 26 gun levels.&lt;br /&gt;
&lt;br /&gt;
This is a free-for-all mode, so players are encouraged to kill anyone they see.&lt;br /&gt;
&lt;br /&gt;
Players cannot buy in this game-mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The upgrade list goes as follows:&lt;br /&gt;
*1: M249&lt;br /&gt;
*2: Saiga-12&lt;br /&gt;
*3: M4A1&lt;br /&gt;
*4: AK-47&lt;br /&gt;
*5: HK G3&lt;br /&gt;
*6: AUG A3&lt;br /&gt;
*7: M16&lt;br /&gt;
*8: FAMAS F1&lt;br /&gt;
*9: AR9&lt;br /&gt;
*10: P90&lt;br /&gt;
*11: UMP45&lt;br /&gt;
*12: PP-19 Bizon&lt;br /&gt;
*13: MP5&lt;br /&gt;
*14: UZI&lt;br /&gt;
*15: KRISS Vector&lt;br /&gt;
*16: Skorpion&lt;br /&gt;
*17: VSS&lt;br /&gt;
*18: Barret M99&lt;br /&gt;
*19: Remington 700&lt;br /&gt;
*20: AWP&lt;br /&gt;
*21: Scar 20s&lt;br /&gt;
*22: SPAS-12&lt;br /&gt;
*23: M590&lt;br /&gt;
*24: Sawed-Off Shotgun&lt;br /&gt;
*25: Desert Eagle&lt;br /&gt;
*26: Revolver&lt;br /&gt;
*27: Five-seveN&lt;br /&gt;
*28: TEC-9&lt;br /&gt;
*29: Beretta M9&lt;br /&gt;
*30: Glock 18C&lt;br /&gt;
*31: M1911A1&lt;br /&gt;
*32: Knife&lt;br /&gt;
&lt;br /&gt;
==WW2 Gun Game==&lt;br /&gt;
&lt;br /&gt;
Same as Gun Game, but with WW2 weapons instead of modern weapons.&lt;br /&gt;
&lt;br /&gt;
==One in the Chamber==&lt;br /&gt;
&lt;br /&gt;
A special version of Deathmatch. Every player spawns with a Golden Deagle that has one single bullet. Each bullet instantly kills another player, and every kill awards another. &lt;br /&gt;
&lt;br /&gt;
If you miss, you can use the knife on your holster and attempt to get a kill for another bullet. You can use the knife over and over again to gain plenty of ammunition, however, if you die, you'll get reset back to one bullet.&lt;br /&gt;
&lt;br /&gt;
You can shoot 2 bullets without reloading by putting a mag in so the chamber has a bullet in it and putting in a new mag with its own bullet.&lt;br /&gt;
&lt;br /&gt;
==Search and Destroy==&lt;br /&gt;
'''&amp;lt;big&amp;gt;NOTE: Proning is currently disabled in SND for balancing reasons.&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The ''Search and Destroy'' game mode consists of 2 minute rounds. Players have one life per round. The &amp;quot;Terrorists&amp;quot; have the objective of planting the bomb at one of the bombsites, while the &amp;quot;Counter Terrorists&amp;quot; need to defend the bomb locations or defuse the bomb. You can also win a round by killing all enemies. Counter-Terrorists will still need to defuse the bomb after all the Terrorists are dead. First team to 10 wins wins the game. The max amount of rounds in SND is 19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Arming and Defusing'''&lt;br /&gt;
----'''''Terrorists:''''' To arm the bomb, 4 digits are required to be input onto the number pad in the correct sequence. The numbers on the top left LCD screen on the bomb shows the sequence of digits that need to be pressed. An incorrect number will reset the sequence.  Once armed, a green light will glow indicating that the bomb is ready to be planted. Now, place it on the Bomb outline at a bombsite to start the timer. Failing to put the Bomb on the outline within roughly 5 seconds will cause the bomb will reset, requiring you to re-input the code.&lt;br /&gt;
&lt;br /&gt;
'''''Counter-Terrorists:''''' Defusing the bomb requires 8 digits to be input onto the number pad. Counter-Terrorists may purchase Wire Cutters for $800, which allows a bomb to be defused by clipping the 3 wires on top of the bomb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Money'''&lt;br /&gt;
----All players start the game with $900.&lt;br /&gt;
&lt;br /&gt;
Players are awarded money based on their team performance, losing streaks will increase the amount of money received:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Loss Bonus: $2200&lt;br /&gt;
&lt;br /&gt;
Win Bonus: $3250&lt;br /&gt;
&lt;br /&gt;
Plant Bonus (T ONLY): $500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Kill Bonuses can be found here: [[Weapons|Kill Bonuses]]&lt;br /&gt;
&lt;br /&gt;
Each kill a player receives depends on the weapon used as well as attachments on the weapon.&lt;br /&gt;
&lt;br /&gt;
Players receive round win/loss bonus regardless of whether or not players survived the round. This differs from Counter Strike where Terrorists get no loss bonus if they lived without planting the bomb.&lt;br /&gt;
&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
----Terrorists and Counter-Terrorists have different pools of weapons assigned to them. The weapon pool goes as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Heavy&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700&lt;br /&gt;
|$1600&lt;br /&gt;
|AWP&lt;br /&gt;
|$2200&lt;br /&gt;
|-&lt;br /&gt;
|SKS &lt;br /&gt;
|$2500&lt;br /&gt;
|SCAR 20s&lt;br /&gt;
|$3500&lt;br /&gt;
|-&lt;br /&gt;
|Barret M99&lt;br /&gt;
|$4800&lt;br /&gt;
|Barret M99&lt;br /&gt;
|$4800&lt;br /&gt;
|-&lt;br /&gt;
|PKM&lt;br /&gt;
|$3500&lt;br /&gt;
|FN M249 Saw&lt;br /&gt;
|$3000&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun&lt;br /&gt;
|$1500&lt;br /&gt;
|Shotgun&lt;br /&gt;
|$1500&lt;br /&gt;
|-&lt;br /&gt;
|Drum Shotgun&lt;br /&gt;
|$4200&lt;br /&gt;
|Auto-Shotgun&lt;br /&gt;
|$1800&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off&lt;br /&gt;
|$1000&lt;br /&gt;
|Sawed-Off&lt;br /&gt;
|$1000&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SMGs&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|PP-Bizon&lt;br /&gt;
|$1200&lt;br /&gt;
|UMP&lt;br /&gt;
|$1200&lt;br /&gt;
|-&lt;br /&gt;
|AK-Shorty&lt;br /&gt;
|$1600&lt;br /&gt;
|AR9 &lt;br /&gt;
|$1400&lt;br /&gt;
|-&lt;br /&gt;
|Vector&lt;br /&gt;
|$1550&lt;br /&gt;
|P90&lt;br /&gt;
|$1700&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|$950&lt;br /&gt;
|MP5&lt;br /&gt;
|$1600&lt;br /&gt;
|-&lt;br /&gt;
|VSS&lt;br /&gt;
|$2200&lt;br /&gt;
|UZI&lt;br /&gt;
|$950&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rifles&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|AK47&lt;br /&gt;
|$2500&lt;br /&gt;
|G3&lt;br /&gt;
|$2500&lt;br /&gt;
|-&lt;br /&gt;
|AK12&lt;br /&gt;
|$2600&lt;br /&gt;
|M4&lt;br /&gt;
|$2700&lt;br /&gt;
|-&lt;br /&gt;
|Galil SAR&lt;br /&gt;
|$2300&lt;br /&gt;
|FAMAS&lt;br /&gt;
|$2300&lt;br /&gt;
|-&lt;br /&gt;
|AUG&lt;br /&gt;
|$2300&lt;br /&gt;
|M16&lt;br /&gt;
|$2300&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Gear&lt;br /&gt;
----&lt;br /&gt;
!Item&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|Kevlar Vest&lt;br /&gt;
|$650&lt;br /&gt;
|-&lt;br /&gt;
|Kevlar Vest + Helmet&lt;br /&gt;
|$1000&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang&lt;br /&gt;
|$200&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade&lt;br /&gt;
|$300&lt;br /&gt;
|-&lt;br /&gt;
|Grenade&lt;br /&gt;
|$600&lt;br /&gt;
|-&lt;br /&gt;
|Wire Cutters (CT ONLY)&lt;br /&gt;
|$800&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
|$100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Attachments|Upgrades]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pistols&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|$650&lt;br /&gt;
|Glock-18&lt;br /&gt;
|$650&lt;br /&gt;
|-&lt;br /&gt;
|Five-Seven&lt;br /&gt;
|$500&lt;br /&gt;
|Five-Seven&lt;br /&gt;
|$500&lt;br /&gt;
|-&lt;br /&gt;
|1911&lt;br /&gt;
|$200&lt;br /&gt;
|1911&lt;br /&gt;
|$200&lt;br /&gt;
|-&lt;br /&gt;
|Berretta&lt;br /&gt;
|$250&lt;br /&gt;
|Berretta&lt;br /&gt;
|$250&lt;br /&gt;
|-&lt;br /&gt;
|Revolver&lt;br /&gt;
|$800&lt;br /&gt;
|Revolver&lt;br /&gt;
|$800&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|$800&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|$800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Team Deathmatch==&lt;br /&gt;
&lt;br /&gt;
Two Teams (NATO and Russians) are pitted against each other with the goal of getting the most kills with '''modern weapons''' before the game ends. Spawn times are short and players may purchase weapons until they move too far away from where they spawned.&lt;br /&gt;
&lt;br /&gt;
Players start with a random weapon and $4900. Kills reward $300 and respawning rewards $4000. Any weapon purchased will disable random weapons. When respawning, anything you're carrying on your vest when you died will still be with you. &lt;br /&gt;
&lt;br /&gt;
Team-Killing, and committing suicide rewards &amp;lt;code&amp;gt;-4 points&amp;lt;/code&amp;gt; to the player. This doesn't reward the other team with an assist if they (or you) were hit earlier. Dying doesn't affect points.&lt;br /&gt;
&lt;br /&gt;
Getting an assist rewards &amp;lt;code&amp;gt;1 point&amp;lt;/code&amp;gt; and killing an enemy rewards &amp;lt;code&amp;gt;2 points&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==WW2 Team Deathmatch (TANKTDM)==&lt;br /&gt;
&lt;br /&gt;
Two Teams (Germans and Americans) are pitted against each other with the goal of getting the most kills with '''WW&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; weapons''' before the game ends. Tanks are accessible in this gamemode and loot crates will occasionally drop somewhere in the map. Spawn times are short and players may purchase weapons until they move too far away from where they spawned.&lt;br /&gt;
&lt;br /&gt;
Players start with a random weapon and $4900. Kills reward $300 and respawning rewards $4000. Any weapon purchased will disable random weapons. When respawning, anything you're carrying on your vest when you died will still be with you. &lt;br /&gt;
&lt;br /&gt;
Team-Killing, and committing suicide rewards &amp;lt;code&amp;gt;-4 points&amp;lt;/code&amp;gt; to the player. This doesn't reward the other team with an assist if they (or you) were hit earlier. Dying doesn't affect points.&lt;br /&gt;
&lt;br /&gt;
Getting an assist rewards &amp;lt;code&amp;gt;1 point&amp;lt;/code&amp;gt; and killing an enemy rewards &amp;lt;code&amp;gt;2 points&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==King of the Hill==&lt;br /&gt;
&lt;br /&gt;
Two Teams (Germans &amp;amp; Americans) compete to gather the most points from an objective. Players fight against each other with '''WW&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; weapons'''. Inside an objective, it'll usually have a loot crate inside containing useful weapons and throwables. To capture the objective, a player needs to be inside of the objective ring. In some KOTH maps, the objective will occasionally move after a period of time. &lt;br /&gt;
&lt;br /&gt;
==TTT==&lt;br /&gt;
&lt;br /&gt;
TTT has a variety of roles under the following four categories, Innocents (Detective, Tank, Sheriff, Innocent, Mercenary, Survivalist, Glitch, Soulmate), Traitors (Traitor, Assassin, Hypnotizer), Solo roles (Psychopath, Lone Wolf), and the Unique roles (Soulmate, Zombie). Roles given to players are randomized. Innocents far outnumber the traitors, and need to kill all antagonist roles. Solos are one of a kind, and can only win if they are the last player remaining. Traitors have to kill all other teams. Unique roles have special jobs to do, Zombies must be the only team remaining while soulmate must survive with their soul-link teammate.&lt;br /&gt;
&lt;br /&gt;
Failure to commit to your roles may reduce your karma, if you kill anyone you're not supposed to. Achieve too low of karma and you'll be kicked from the game.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Detective roles (Allied with Innocents):&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Items&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Detective.png|frameless|40x40px]]Detective   &lt;br /&gt;
|A weight has been placed on your shoulders.&lt;br /&gt;
You have a gaggle of mouthy individuals in your town and they all claim to take no part in this.&lt;br /&gt;
Someone is lying, maybe more.&lt;br /&gt;
Thankfully, the department has issued you a plethora of instruments to aid in the defense of your peoples (even if you don't particularly like them).&lt;br /&gt;
|You spawn with a DNA scanner and a pipe.The DNA scanner can scan dead bodies and dropped items, scanning either will give you a radar-like ping to show you who the DNA belongs to.&lt;br /&gt;
The pipe does nothing, but makes you look cooler.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Sheriff.png|frameless|40x40px]] Sheriff&lt;br /&gt;
|You're here to enact arrests, not executions.&lt;br /&gt;
|You spawn with a taser and handcuffs. Arresting someone will make them drop their weapons.&lt;br /&gt;
Tasers have 2 shots and can arrest from a distance, the taser also does a little bit of damage and makes someone unable to move for a few seconds.&lt;br /&gt;
The handcuffs arrest someone without dealing damage and doesn't immobilize them, using them is a risky move but can save you some karma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Tank.png|frameless|40x40px]] Tank&lt;br /&gt;
|In a physical sense, you're a tank, you spawn with body armor and extra damage resistance on top of that.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Innocent roles (Allied with Detectives):&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Innocent.png|frameless|40x40px]] Innocent &lt;br /&gt;
|You didn't do anything wrong, and there's no reason to start now. Just survive as long as you can. Maybe you can help, but you must be certain you're hurting the antagonist(s).&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Mercenary.png|frameless|40x40px]]Mercenary &lt;br /&gt;
|You have 1 credit to buy an item with, and can only gain more by looting bodies that have credits.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Survivalist.png|frameless|40x40px]] Survivalist &lt;br /&gt;
|You start with no credits, but can loot credits from dead bodies of detectives, mercenaries, or traitors to spend in your buy menu.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Glitch.png|frameless|40x40px]] Glitch &lt;br /&gt;
|You appear with a red T above your head to traitors, but you're actually innocent. They can still see you're not a T if they look at the scoreboard or don't see the T above your head through the environment, so watch out.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Solo roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Jester.png|frameless|40x40px]] Jester &lt;br /&gt;
|Your goal is to have any Innocent or Innocent-allied player kill you, whilst at least one antagonist (traitors/any solo role) is still alive. If you are killed you come back to life as a psychopath, see role below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While you're still alive you can contribute to the game by killing antagonist roles. However, if you shoot a non-antagonist, the damage you deal will be reflected back onto you.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Psychopath.png|frameless|40x40px]]Psychopath &lt;br /&gt;
|Your goal is to kill all other players, kind of like the Lone Wolf. However, everyone in the server knows you're the Psychopath and can see the icon above your head, and you're automatically given a radar to ping the location of all other players. The Psychopath also has the same level of damage resistance as the Tank. You don't have access to any buy menus.&lt;br /&gt;
|Spawns randomly on Shack&lt;br /&gt;
On PC, you must be killed as a Jester by an innocent to become a psychopath.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:LoneWolf.png|frameless|40x40px]] &lt;br /&gt;
Lone Wolf&lt;br /&gt;
|Your goal is to be the last man standing and kill everyone else in the round, if there are 2 lone wolves, you must kill each other to win. The Lone Wolf will also have 2 credits and access to a special buy menu that combines parts of the traitor's and detective's buy menu.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Traitor roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Traitor.png|frameless|40x40px]] Traitor&lt;br /&gt;
|These innocents aren't your friends. They must be eliminated carefully. There is more of them than there are of you, so stealth is the key. You have many tools at your disposal but you're funds are limited. See another red T above a player's head? They're on your side, but keep communication on the down-low.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Assassin.png|frameless|40x40px]] Assassin     &lt;br /&gt;
|You spawn with a list of targets, and if you kill them all you instantly win. Winning as the assassin counts as a win for both traitors and assassins. If a player on your target list is killed by another player, or if you kill someone who's not on your list, you can no longer win as the assassin. If a target leaves the game you will lose a target but can still win by killing your remaining targets. However you can still win as a traitor and help your team.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hypnotist.png|frameless|40x40px]]Hypnotist&lt;br /&gt;
|You spawn with a gadget on your chest called the Hypnotizer, use it on a dead innocent to bring them back to life and make them a traitor.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Unique roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Soulmate.png|frameless|40x40px]]Soulmate &lt;br /&gt;
|You spawn with a name (or 2) on your wrist, you must keep the listed person(s) alive. Their job is to play their role and keep you alive with them. If either of you die then the other soul-linked person will also die.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Zombie.png|frameless|40x40px]]Zombie&lt;br /&gt;
|You spawn solo but can gain teammates with the reusable knife on your chest, stab someone with it and they become a zombie, you can kill whoever you want with your guns but they will not be made a zombie.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Zombies==&lt;br /&gt;
&lt;br /&gt;
You and your teammates must survive endless waves of zombies, the amount of zombies that spawn will go up every round until round 21 and on where the cap is 999 zombies, you cannot buy at anytime in this game-mode and when you respawn you will get a random weapon, head-shots are instant kills since zombies do not have armor. At the end if every round you may randomly get an attachment, painkillers, or a syringe.&lt;br /&gt;
&lt;br /&gt;
This game-mode is very hard because it's easy to get overwhelmed, but if you and your team work together it will work out just fine, just be weary of friendly fire!&lt;br /&gt;
&lt;br /&gt;
'''Shoving'''&lt;br /&gt;
----By using either your fists or your weapon, you are able to hit zombies to push them away, while seemingly useless, this may save your life in some situations. There are many ways you can use this to your advantage, whether it's pushing a zombie while running or saving a teammate, you can use this in most situations where shooting would cause more harm than it should.&lt;br /&gt;
&lt;br /&gt;
'''Painkillers and Syringe'''&lt;br /&gt;
----To use Painkillers, Hold the Trigger and it will open the bottle, tilt so painkillers are upside down and the pills start falling down, and aim near the head, this will heal you over time in 3 bursts. You do not need to take all of them, as a few will heal you, so take some, check health, then take more if necessary. If health is dangerously low, take the entire bottle. To use a syringe simply hold trigger while the needle is in someone and it will revive them, this can be used three times.&lt;br /&gt;
&lt;br /&gt;
'''Loot Crates'''&lt;br /&gt;
----After every wave, a crate will usually spawn, there are 6 types of crates that can spawn and 2 other upgraded versions of existing crates.&lt;br /&gt;
*''Pistol Crates'' which spawn after wave 1 contain a Glock 18, Five-Seven, Revolver and a Deagle.&lt;br /&gt;
&lt;br /&gt;
*''SMG Crates'' which spawn after wave 2 contain 2 UMP-45's, 1 Micro-UZI and a FAMAS, The SMG crate gets upgraded after wave 3 and it will spawn with 1 MP5-N, 1 Micro-UZI, 1 Painkiller and 1 Syringe.&lt;br /&gt;
&lt;br /&gt;
*''Rifle Crates'' can spawn any time after the SMG crate contain 2 AK-47's and 2 M4's, then just like the SMG crate the rifle crate gets an upgrade, now spawning with 1 Syringe, 1 Pain-killer, 1 AK-47 and 1 M4. &lt;br /&gt;
&lt;br /&gt;
*''Mixed Crates'' can spawn instead of the SMG crate, it contains 1 Kar98, 1 M590, 1 UMP-45 and 1 Micro-UZI.&lt;br /&gt;
&lt;br /&gt;
*''Heavy Crates'' spawn with 1 M249, 1 Saiga-12, 1 Spas-12 and 1 G3 Semi-Automatic battle rifle.&lt;br /&gt;
&lt;br /&gt;
*''Attachment Crates'' spawn with 2 Sights, 1 Suppressor, 1 Grip.&lt;br /&gt;
&lt;br /&gt;
'''Meta'''&lt;br /&gt;
----There are many places in maps where zombies cannot go, you can easily take advantage of some of these places and camp for as long as you want! You could also carry 2 saiga-12s or 2 m249s, one on your back and one in your hand, making an easy switch without the trouble of reloading, great for tight situations.&lt;br /&gt;
&lt;br /&gt;
==The Hidden (aka Hide)==&lt;br /&gt;
&lt;br /&gt;
One team consists of 1-4 powerful players who are 99% invisible, that have blades attached to their arms, moves quickly, can jump and grab onto ledges, can see through walls, and can heal by stabbing corpses.&lt;br /&gt;
&lt;br /&gt;
The other team is full of soldiers who have to either kill the monsters or survive until the timer runs out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players to Monster Ratio&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!# of Players&lt;br /&gt;
!# of Monsters&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt; 10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout the duration of a round, there are objectives that soldiers can work together to capture by occupying them. Once captured, the monster will groan in agony and it's visibility will be increased. Soldiers have access to special items such as tripwire alarms, adrenaline shots, bandages, and special flashbangs that only affect the monsters and not your fellow teammates. A soldier will normally spawn with 4 different items: A primary weapon, a sidearm, and two miscellaneous items like a flashbang, bandage, adrenaline, or tripwire.&lt;br /&gt;
&lt;br /&gt;
Tripwire alarms will show a blue line that, when a monster passes through them, will beep and explode, damaging nearby monsters and soldiers. Adrenaline shots can be used once and will give you a temporary speed boost and 20 health as a shield that you will lose when the effect wears off. Tear and use the trigger to use bandages which will heal you by 33 health, and flashbangs will temporarily blind the monster and cause it to make a noise that can be heard by soldiers to find it's location. It's best to throw flashbangs high into the air as the effects (at least the noise the monster makes when affected) will work on any monster that isn't blocked by objects between where the flashbang goes off and where the monster is.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
&lt;br /&gt;
One team consists of visible &amp;quot;Hiddens&amp;quot;, the powers of which are the same as above but without any invisibility. At the start of a round, one random player is selected as the Hidden, and has to kill all other soldiers. Each soldier killed will become a Hidden themselves, and the Hidden team have unlimited lives. The first Hidden will always spawn with a grenade.&lt;br /&gt;
&lt;br /&gt;
The soldiers don't spawn with any of the special Hidden items like they do in The Hidden, however they do have the same gun loadouts, minus the tranquilizer loadout. Their goal is to survive until the timer runs out, before all of them become infected.&lt;br /&gt;
&lt;br /&gt;
==Push==&lt;br /&gt;
Two Teams compete with each other to either plant or diffuse bombs (slightly similar to SND). One team has to plant and prevent the other team from diffusing them. The second team has to defend bombsites and diffuse bombs.&lt;br /&gt;
&lt;br /&gt;
Both teams can respawn but the planters have a limited amount of &amp;quot;Tickets&amp;quot; (default set to 50) and their team will lose them for every player that picks a loadout in the spawn room. The team that plants bombs can also earn more Tickets for every bomb that explodes (default set to 25). When the bomb is planted, the planting team has an infinite amount of tickets until the bomb is diffused. Syringes don't contribute to tickets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams cannot buy their own weapons, and instead must choose a loadout in the spawn room. There can be a maximum of 7 different loadouts in the spawn room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Planting and Diffusing'''&lt;br /&gt;
----Arming the bomb requires you to spin the pin and pull down. Then plant in one of the bomb outlines and the countdown will start.&lt;br /&gt;
&lt;br /&gt;
Diffusing the bomb requires you to spin the rod and pull outwards (away from the bomb). The bomb will be diffused and the countdown will stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instructions to arm and diffuse the bomb can also be found in the spawn room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bomb's default explode time is one minute.&lt;br /&gt;
&lt;br /&gt;
==Prop Hunt==&lt;br /&gt;
&lt;br /&gt;
One team consists of players who can transform into various props and try to blend in, and the other team consists of soldiers trying to hunt these props down. Props will automatically taunt at fixed intervals (The length between taunts varies depending on the map), and there's a timer on your scoreboard which shows how long you have left to taunt. You can also manually taunt using your buy menu button, which will reset the auto-taunt timer.&lt;br /&gt;
&lt;br /&gt;
As a soldier, you lose 5 health for every non-player prop you shoot, so try to only shoot props that you believe are players. You also gain a small amount of health upon killing a player prop.&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1062</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1062"/>
		<updated>2024-12-30T02:59:40Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: Fixed wording for a few different categories. Added a new header, &amp;quot;Mods, Maps, and Gamemodes&amp;quot;, explaining their differences between each other, compatibility, and how to create them in the modkit. &amp;quot;Creating a Gamemode&amp;quot; is a work in progress. Copied the steps from the PDF. Will update to my own words in the future.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io. For Mod.io, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install Unreal Engine 5.1.1.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!PC Engine&lt;br /&gt;
!Shack Engine&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit Pavlov VR PC Modkit]&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit/tree/Pavlov-Shack Pavlov VR Shack Modkit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once finished, click window, open Pavlov Workshop and then log in to your Mod.io Account.&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a project in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a project. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are three different options for project type. This brings us to...&lt;br /&gt;
&lt;br /&gt;
== Mods,  Maps, and Gamemodes ==&lt;br /&gt;
As of Update 30 on Pavlov and Pavlov Shack's release, the modkit introduced three different categories of mod type.&lt;br /&gt;
&lt;br /&gt;
# Mods&lt;br /&gt;
# Maps&lt;br /&gt;
# Gamemodes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mods''' can contain gameplay assets, level geometry, etc.&lt;br /&gt;
&lt;br /&gt;
Maps and Gamemodes can rely on mods for their content, but mods should not rely on Maps, Gamemodes, or other mods. They shouldn't alter the gameplay loop; if this is your goal, create a Gamemode instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Maps''' can function as a complete package, containing a map and gamemode (a &amp;quot;Legacy&amp;quot; setup), or as the environment itself, where the game logic is handled by a separate, custom game mode.&lt;br /&gt;
&lt;br /&gt;
Maps can rely on mods for additional content, however, when enabling a custom game logic to the map, the map will be locked to use that game logic ''only'', preventing other gamemodes or logic from being used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lastly, '''Gamemodes''' completely override the game logic of a level.&lt;br /&gt;
&lt;br /&gt;
Gamemodes can rely on mods for additional content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these different types of project can be created when opening the &amp;quot;Workshop&amp;quot; window in the modkit. There are buttons at the bottom of the &amp;quot;Create Mod&amp;quot; tab, allowing you to pick between the three.&lt;br /&gt;
&lt;br /&gt;
=== Creating a Mod ===&lt;br /&gt;
----In order to create a mod, you must select &amp;quot;Mod&amp;quot; when creating your project, and create a &amp;quot;Pavlov_ModInitializer&amp;quot; actor inside your UGC folder.&lt;br /&gt;
&lt;br /&gt;
This gets created on the client and server, but it is not replicated. Use this class to spawn additional content, get access to the globalinfo, gamelogic etc.&lt;br /&gt;
&lt;br /&gt;
A modifier called &amp;quot;OnModInitialized&amp;quot; will be attached to the &amp;quot;Pavlov_ModInitializer&amp;quot; which can be overridden. It can be used to add custom guns, items etc similar to the setup previously done in the global info.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SKIP THIS NEXT STEP IF YOU ARE CREATING A CONTENT MOD (ie. static meshes for a level.)'''&lt;br /&gt;
&lt;br /&gt;
Open your mod definition, set the &amp;quot;ModInitializer&amp;quot; to the &amp;quot;Pavlov_ModInitializer&amp;quot; actor we just created.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Add any additional content you'd like inside your UGC folder. If the mod is being used as a content pack, then you can map/gamemode dependencies on this mod and use this content with other UGC plugins.&lt;br /&gt;
&lt;br /&gt;
Lastly, upload your mod to Mod.io, and you're done!&lt;br /&gt;
&lt;br /&gt;
=== Creating a Gamemode ===&lt;br /&gt;
----1. Create the UGC (make sure to select Gamemode)&lt;br /&gt;
&lt;br /&gt;
2. Create a Pavlov_GameLogic (we will not be covering how to create a gamemode loop just&lt;br /&gt;
&lt;br /&gt;
the basics of uploading). Leave the definition blank inside the game logic, you can assign&lt;br /&gt;
&lt;br /&gt;
your own player proxy and global info.&lt;br /&gt;
&lt;br /&gt;
3. Open your definition inside your ugc, assign the Pavlov_GameLogic you created.&lt;br /&gt;
&lt;br /&gt;
4. Upload to Mod.io&lt;br /&gt;
&lt;br /&gt;
Note: You cannot load a custom gamemode if the map is a custom gamemode map (it has&lt;br /&gt;
&lt;br /&gt;
custom gamemode enabled in the map definition)&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet.&lt;br /&gt;
&lt;br /&gt;
Compatibility opens a drop down menu, which allows you to select a verity of gamemodes that your map fully supports&lt;br /&gt;
&lt;br /&gt;
'''Do not select a gamemode if you did not add functionality for it (ex. Prop Hunt or Push).'''&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies, but set it to these if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders) (Allied in WW2 TDM)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers) (Wehrmacht in WW2 TDM)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Dynamic ONLY, it allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spawns for teams need at least 4.5m of space to their right for them to spawn properly.&lt;br /&gt;
&lt;br /&gt;
Your spawn may not be inside the floor as it will cause players to fall through the floor. To counteract this, move your spawn above the ground slightly, and press the &amp;quot;END&amp;quot; key on your keyboard.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside of the editor before building is inaccurate. To see how it'll really look like in game, click the &amp;quot;Build&amp;quot; tab and click either &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume. They're useful whenever using materials with normal textures.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Adding Reflection Captures to your map will prevent weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default, the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can get textures from these websites:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free (barely any free textures)&lt;br /&gt;
&lt;br /&gt;
Material Instances are not required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended to be used on Pavlov VR.&lt;br /&gt;
&lt;br /&gt;
For Pavlov Shack, textures should be 512x512 as they'll get down-scaled at any other texture size higher than it.&lt;br /&gt;
&lt;br /&gt;
Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you encounter any issues related to textures on Pavlov Shack, this link may help.&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov/r/best-practices-for-shack-materials &lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map. Make sure it is slightly bigger than the entire map. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes '''without''' overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''&amp;lt;big&amp;gt;BEFORE UPLOADING:&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to be playable on.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack &lt;br /&gt;
|}&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1012</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=1012"/>
		<updated>2024-08-20T20:01:04Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: hi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io. For Mod.io, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install Unreal Engine 5.1.1.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!PC Engine&lt;br /&gt;
!Shack Engine&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit Pavlov VR PC Modkit]&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit/tree/Pavlov-Shack Pavlov VR Shack Modkit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once finished, click window, open Pavlov Workshop and then log in to your Mod.io Account.&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but set it to these if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside of the editor before building is inaccurate. To see how it'll really look like in game, click the &amp;quot;Build&amp;quot; tab and click either &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume. They're useful whenever using materials with normal textures.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can get textures from these websites:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free (barely any free textures)&lt;br /&gt;
&lt;br /&gt;
Material Instances are not required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended to be used on Pavlov VR.&lt;br /&gt;
&lt;br /&gt;
For Pavlov Shack, textures should be 512x512 as they'll get down-scaled at any other texture size higher than it.&lt;br /&gt;
&lt;br /&gt;
Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes '''without''' overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''BEFORE UPLOADING:'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to be playable on.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack &lt;br /&gt;
|}&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=974</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=974"/>
		<updated>2024-04-02T20:32:36Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io. For Mod.io, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install Unreal Engine 5.1.1.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!PC Engine&lt;br /&gt;
!Shack Engine&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit Pavlov VR PC Modkit]&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit/tree/Pavlov-Shack Pavlov VR Shack Modkit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once finished, click window, open Pavlov Workshop and then log in to your Mod.io Account.&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but set it to these if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside of the editor before building is inaccurate. To see how it'll really look like in game, click the &amp;quot;Build&amp;quot; tab and click either &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume. They're useful whenever using materials with normal textures.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can get textures from these websites:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free (barely any free textures)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Material Instances are not required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended to be used on Pavlov VR.&lt;br /&gt;
&lt;br /&gt;
For Pavlov Shack, textures should be 512x512 as they'll get down-scaled at any other texture size higher than it.&lt;br /&gt;
&lt;br /&gt;
Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''BEFORE UPLOADING:'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to be playable on. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=973</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=973"/>
		<updated>2024-04-02T20:28:30Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io. For Mod.io, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install Unreal Engine 5.1.1.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!PC Engine&lt;br /&gt;
!Shack Engine&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit Pavlov VR PC Modkit]&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit/tree/Pavlov-Shack Pavlov VR Shack Modkit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once finished, click window, open Pavlov Workshop and then log in to your Mod.io Account.&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&amp;lt;!-- ALL assets used in your map MUST be in your UGCxxxxxxx folder. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but set it to these if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside of the editor before building is inaccurate. To see how it'll really look like in game, click the &amp;quot;Build&amp;quot; tab and click either &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume. They're useful whenever using materials with normal textures.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can get textures from these websites:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free (barely any free textures)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Material Instances are not required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended to be used on Pavlov VR.&lt;br /&gt;
&lt;br /&gt;
For Pavlov Shack, textures should be 512x512 as they'll get down-scaled at any other texture size higher than it.&lt;br /&gt;
&lt;br /&gt;
Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''BEFORE UPLOADING:'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to be playable on. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Gamemodes&amp;diff=972</id>
		<title>Gamemodes</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Gamemodes&amp;diff=972"/>
		<updated>2024-04-02T20:26:05Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: reworded some thingamajigs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==Deathmatch==&lt;br /&gt;
&lt;br /&gt;
Team-less free for all against everyone on the server. You have access to every modern weapon via the buy wheel. To win, you must have the most kills in the server before the timer runs out. &lt;br /&gt;
&lt;br /&gt;
==Gun Game==&lt;br /&gt;
&lt;br /&gt;
Each player spawns with an M249. Once a player receives a kill with the weapon, the next weapon in the list spawns in their hand and they must earn a kill with it. This process continues until a player has killed another player with the knife. There are 26 gun levels.&lt;br /&gt;
&lt;br /&gt;
This is a free-for-all mode, so players are encouraged to kill anyone they see.&lt;br /&gt;
&lt;br /&gt;
Players cannot buy in this game-mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The upgrade list goes as follows:&lt;br /&gt;
*1: M249&lt;br /&gt;
*2: Saiga-12&lt;br /&gt;
*3: M4A1&lt;br /&gt;
*4: AK-47&lt;br /&gt;
*5: AUG A3&lt;br /&gt;
*6: FAMAS F1&lt;br /&gt;
*7: P90&lt;br /&gt;
*8: UMP-45&lt;br /&gt;
*9: PP-19 Bizon-2&lt;br /&gt;
*10: MP5-N&lt;br /&gt;
*11: Mini-UZI&lt;br /&gt;
*12: Barrett M99&lt;br /&gt;
*13: AWP&lt;br /&gt;
*14: G3/SG1&lt;br /&gt;
*15: Kar98k&lt;br /&gt;
*16: SPAS-12&lt;br /&gt;
*17: M590&lt;br /&gt;
*18: Sawed Off Shotgun&lt;br /&gt;
*19: Desert Eagle&lt;br /&gt;
*20: Revolver&lt;br /&gt;
*21: Five-Seven&lt;br /&gt;
*22: TEC-9 &lt;br /&gt;
*23: Beretta M9&lt;br /&gt;
*24: Glock 18C&lt;br /&gt;
*25: M1911A1&lt;br /&gt;
*26: Knife&lt;br /&gt;
&lt;br /&gt;
==WW2 Gun Game==&lt;br /&gt;
&lt;br /&gt;
Same as Gun Game, but with WW2 weapons instead of modern weapons.&lt;br /&gt;
&lt;br /&gt;
==One in the Chamber==&lt;br /&gt;
&lt;br /&gt;
A special version of Deathmatch. Every player spawns with a Golden Deagle that has one single bullet. Each bullet instantly kills another player, and every kill awards another. &lt;br /&gt;
&lt;br /&gt;
If you miss, you can use the knife on your holster and attempt to get a kill for another bullet. You can use the knife over and over again to gain plenty of ammunition, however, if you die, you'll get reset back to one bullet.&lt;br /&gt;
&lt;br /&gt;
You can shoot 2 bullets without reloading by putting a mag in so the chamber has a bullet in it and putting in a new mag with its own bullet.&lt;br /&gt;
&lt;br /&gt;
==Search and Destroy==&lt;br /&gt;
'''&amp;lt;big&amp;gt;NOTE: Proning is currently disabled in SND for balancing reasons.&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The ''Search and Destroy'' game mode consists of 2 minute rounds. Players have one life per round. The &amp;quot;Terrorists&amp;quot; have the objective of planting the bomb at one of the bombsites, while the &amp;quot;Counter Terrorists&amp;quot; need to defend the bomb locations or defuse the bomb. You can also win a round by killing all enemies. Counter-Terrorists will still need to defuse the bomb after all the Terrorists are dead. First team to 10 wins wins the game. The max amount of rounds in SND is 19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Arming and Defusing'''&lt;br /&gt;
----'''''Terrorists:''''' To arm the bomb, 4 digits are required to be input onto the number pad in the correct sequence. The numbers on the top left LCD screen on the bomb shows the sequence of digits that need to be pressed. An incorrect number will reset the sequence.  Once armed, a green light will glow indicating that the bomb is ready to be planted. Now, place it on the Bomb outline at a bombsite to start the timer. Failing to put the Bomb on the outline within roughly 5 seconds will cause the bomb will reset, requiring you to re-input the code.&lt;br /&gt;
&lt;br /&gt;
'''''Counter-Terrorists:''''' Defusing the bomb requires 8 digits to be input onto the number pad. Counter-Terrorists may purchase Wire Cutters for $800, which allows a bomb to be defused by clipping the 3 wires on top of the bomb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Money'''&lt;br /&gt;
----All players start the game with $900.&lt;br /&gt;
&lt;br /&gt;
Players are awarded money based on their team performance, losing streaks will increase the amount of money received:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Loss Bonus: $2200&lt;br /&gt;
&lt;br /&gt;
Win Bonus: $3250&lt;br /&gt;
&lt;br /&gt;
Plant Bonus (T ONLY): $500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Kill Bonuses can be found here: [[Weapons|Kill Bonuses]]&lt;br /&gt;
&lt;br /&gt;
Each kill a player receives depends on the weapon used as well as attachments on the weapon.&lt;br /&gt;
&lt;br /&gt;
Players receive round win/loss bonus regardless of whether or not players survived the round. This differs from Counter Strike where Terrorists get no loss bonus if they lived without planting the bomb.&lt;br /&gt;
&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
----Terrorists and Counter-Terrorists have different pools of weapons assigned to them. The weapon pool goes as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Heavy&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700&lt;br /&gt;
|$1600&lt;br /&gt;
|AWP&lt;br /&gt;
|$2200&lt;br /&gt;
|-&lt;br /&gt;
|SKS &lt;br /&gt;
|$2500&lt;br /&gt;
|SCAR 20s&lt;br /&gt;
|$3500&lt;br /&gt;
|-&lt;br /&gt;
|Barret M99&lt;br /&gt;
|$4800&lt;br /&gt;
|Barret M99&lt;br /&gt;
|$4800&lt;br /&gt;
|-&lt;br /&gt;
|PKM&lt;br /&gt;
|$3500&lt;br /&gt;
|FN M249 Saw&lt;br /&gt;
|$3000&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun&lt;br /&gt;
|$1500&lt;br /&gt;
|Shotgun&lt;br /&gt;
|$1500&lt;br /&gt;
|-&lt;br /&gt;
|Drum Shotgun&lt;br /&gt;
|$4200&lt;br /&gt;
|Auto-Shotgun&lt;br /&gt;
|$1800&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off&lt;br /&gt;
|$1000&lt;br /&gt;
|Sawed-Off&lt;br /&gt;
|$1000&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SMGs&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|PP-Bizon&lt;br /&gt;
|$1200&lt;br /&gt;
|UMP&lt;br /&gt;
|$1200&lt;br /&gt;
|-&lt;br /&gt;
|AK-Shorty&lt;br /&gt;
|$1600&lt;br /&gt;
|AR9 &lt;br /&gt;
|$1400&lt;br /&gt;
|-&lt;br /&gt;
|Vector&lt;br /&gt;
|$1550&lt;br /&gt;
|P90&lt;br /&gt;
|$1700&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|$950&lt;br /&gt;
|MP5&lt;br /&gt;
|$1600&lt;br /&gt;
|-&lt;br /&gt;
|VSS&lt;br /&gt;
|$2200&lt;br /&gt;
|UZI&lt;br /&gt;
|$950&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rifles&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|AK47&lt;br /&gt;
|$2500&lt;br /&gt;
|G3&lt;br /&gt;
|$2500&lt;br /&gt;
|-&lt;br /&gt;
|AK12&lt;br /&gt;
|$2600&lt;br /&gt;
|M4&lt;br /&gt;
|$2700&lt;br /&gt;
|-&lt;br /&gt;
|Galil SAR&lt;br /&gt;
|$2300&lt;br /&gt;
|FAMAS&lt;br /&gt;
|$2300&lt;br /&gt;
|-&lt;br /&gt;
|AUG&lt;br /&gt;
|$2300&lt;br /&gt;
|M16&lt;br /&gt;
|$2300&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Gear&lt;br /&gt;
----&lt;br /&gt;
!Item&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|Kevlar Vest&lt;br /&gt;
|$650&lt;br /&gt;
|-&lt;br /&gt;
|Kevlar Vest + Helmet&lt;br /&gt;
|$1000&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang&lt;br /&gt;
|$200&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade&lt;br /&gt;
|$300&lt;br /&gt;
|-&lt;br /&gt;
|Grenade&lt;br /&gt;
|$600&lt;br /&gt;
|-&lt;br /&gt;
|Wire Cutters (CT ONLY)&lt;br /&gt;
|$800&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
|$100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Attachments|Upgrades]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pistols&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|$650&lt;br /&gt;
|Glock-18&lt;br /&gt;
|$650&lt;br /&gt;
|-&lt;br /&gt;
|Five-Seven&lt;br /&gt;
|$500&lt;br /&gt;
|Five-Seven&lt;br /&gt;
|$500&lt;br /&gt;
|-&lt;br /&gt;
|1911&lt;br /&gt;
|$200&lt;br /&gt;
|1911&lt;br /&gt;
|$200&lt;br /&gt;
|-&lt;br /&gt;
|Berretta&lt;br /&gt;
|$250&lt;br /&gt;
|Berretta&lt;br /&gt;
|$250&lt;br /&gt;
|-&lt;br /&gt;
|Revolver&lt;br /&gt;
|$800&lt;br /&gt;
|Revolver&lt;br /&gt;
|$800&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|$800&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|$800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Team Deathmatch==&lt;br /&gt;
&lt;br /&gt;
Two Teams (NATO and Russians) are pitted against each other with the goal of getting the most kills with '''modern weapons''' before the game ends. Spawn times are short and players may purchase weapons until they move too far away from where they spawned.&lt;br /&gt;
&lt;br /&gt;
Players start with a random weapon and $4900. Kills reward $300 and respawning rewards $4000. Any weapon purchased will disable random weapons. When respawning, anything you're carrying on your vest when you died will still be with you. &lt;br /&gt;
&lt;br /&gt;
Team-Killing, and committing suicide rewards &amp;lt;code&amp;gt;-4 points&amp;lt;/code&amp;gt; to the player. This doesn't reward the other team with an assist if they (or you) were hit earlier. Dying doesn't affect points.&lt;br /&gt;
&lt;br /&gt;
Getting an assist rewards &amp;lt;code&amp;gt;1 point&amp;lt;/code&amp;gt; and killing an enemy rewards &amp;lt;code&amp;gt;2 points&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==WW2 Team Deathmatch (TANKTDM)==&lt;br /&gt;
&lt;br /&gt;
Two Teams (Germans and Americans) are pitted against each other with the goal of getting the most kills with '''WW&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; weapons''' before the game ends. Tanks are accessible in this gamemode and loot crates will occasionally drop somewhere in the map. Spawn times are short and players may purchase weapons until they move too far away from where they spawned.&lt;br /&gt;
&lt;br /&gt;
Players start with a random weapon and $4900. Kills reward $300 and respawning rewards $4000. Any weapon purchased will disable random weapons. When respawning, anything you're carrying on your vest when you died will still be with you. &lt;br /&gt;
&lt;br /&gt;
Team-Killing, and committing suicide rewards &amp;lt;code&amp;gt;-4 points&amp;lt;/code&amp;gt; to the player. This doesn't reward the other team with an assist if they (or you) were hit earlier. Dying doesn't affect points.&lt;br /&gt;
&lt;br /&gt;
Getting an assist rewards &amp;lt;code&amp;gt;1 point&amp;lt;/code&amp;gt; and killing an enemy rewards &amp;lt;code&amp;gt;2 points&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==King of the Hill==&lt;br /&gt;
&lt;br /&gt;
Two Teams (Germans &amp;amp; Americans) compete to gather the most points from an objective. Players fight against each other with '''WW&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; weapons'''. Inside an objective, it'll usually have a loot crate inside containing useful weapons and throwables. To capture the objective, a player needs to be inside of the objective ring. In some KOTH maps, the objective will occasionally move after a period of time. &lt;br /&gt;
&lt;br /&gt;
==TTT==&lt;br /&gt;
&lt;br /&gt;
TTT has a variety of roles under the following four categories, Innocents (Detective, Tank, Sheriff, Innocent, Mercenary, Survivalist, Glitch, Soulmate), Traitors (Traitor, Assassin, Hypnotizer), Solo roles (Psychopath, Lone Wolf), and the Unique roles (Soulmate, Zombie). Roles given to players are randomized. Innocents far outnumber the traitors, and need to kill all antagonist roles. Solos are one of a kind, and can only win if they are the last player remaining. Traitors have to kill all other teams. Unique roles have special jobs to do, Zombies must be the only team remaining while soulmate must survive with their soul-link teammate.&lt;br /&gt;
&lt;br /&gt;
Failure to commit to your roles may reduce your karma, if you kill anyone you're not supposed to. Achieve too low of karma and you'll be kicked from the game.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Detective roles (Allied with Innocents):&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Items&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T DetectiveIcon.png|frameless|20x20px]] Detective   &lt;br /&gt;
|A weight has been placed on your shoulders.&lt;br /&gt;
You have a gaggle of mouthy individuals in your town and they all claim to take no part in this.&lt;br /&gt;
Someone is lying, maybe more.&lt;br /&gt;
Thankfully, the department has issued you a plethora of instruments to aid in the defense of your peoples (even if you don't particularly like them).&lt;br /&gt;
|You spawn with a DNA scanner and a pipe.The DNA scanner can scan dead bodies and dropped items, scanning either will give you a radar-like ping to show you who the DNA belongs to.&lt;br /&gt;
The pipe does nothing, but makes you look cooler.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T SheriffIcon.png|frameless|20x20px]] Sheriff&lt;br /&gt;
|You're here to enact arrests, not executions.&lt;br /&gt;
|You spawn with a taser and handcuffs. Arresting someone will make them drop their weapons.&lt;br /&gt;
Tasers have 2 shots and can arrest from a distance, the taser also does a little bit of damage and makes someone unable to move for a few seconds.&lt;br /&gt;
The handcuffs arrest someone without dealing damage and doesn't immobilize them, using them is a risky move but can save you some karma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T TankIcon.png|frameless|20x20px]] Tank&lt;br /&gt;
|In a physical sense, you're a tank, you spawn with body armor and extra damage resistance on top of that.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Innocent roles (Allied with Detectives):&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T InnocentIcon.png|frameless|20x20px]] Innocent &lt;br /&gt;
|You didn't do anything wrong, and there's no reason to start now. Just survive as long as you can. Maybe you can help, but you must be certain you're hurting the antagonist(s).&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T MercenaryIcon.png|frameless|20x20px]] Mercenary &lt;br /&gt;
|You have 1 credit to buy an item with, and can only gain more by looting bodies that have credits.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T SurvivalistIcon.png|frameless|20x20px]] Survivalist &lt;br /&gt;
|You start with no credits, but can loot credits from dead bodies of detectives, mercenaries, or traitors to spend in your buy menu.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T GlitchIcon.png|frameless|20x20px]] Glitch &lt;br /&gt;
|You appear with a red T above your head to traitors, but you're actually innocent. They can still see you're not a T if they look at the scoreboard or don't see the T above your head through the environment, so watch out.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Solo roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T JesterIcon.png|frameless|20x20px]] Jester &lt;br /&gt;
|Your goal is to have any Innocent or Innocent-allied player kill you, whilst at least one antagonist (traitors/any solo role) is still alive. If you are killed you come back to life as a psychopath, see role below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While you're still alive you can contribute to the game by killing antagonist roles. However, if you shoot a non-antagonist, the damage you deal will be reflected back onto you.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|Psychopath &lt;br /&gt;
|Your goal is to kill all other players, kind of like the Lone Wolf. However, everyone in the server knows you're the Psychopath and can see the icon above your head, and you're automatically given a radar to ping the location of all other players. The Psychopath also has the same level of damage resistance as the Tank. You don't have access to any buy menus.&lt;br /&gt;
|Spawns randomly on Shack&lt;br /&gt;
On PC, you must be killed as a Jester by an innocent to become a psychopath.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T LonwWolfIcon.png|frameless|20x20px]] Lone Wolf    &lt;br /&gt;
|Your goal is to be the last man standing and kill everyone else in the round, if there are 2 lone wolves, you must kill each other to win. The Lone Wolf will also have 2 credits and access to a special buy menu that combines parts of the traitor's and detective's buy menu.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Traitor roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T TraitorIcon.png|frameless|20x20px]] Traitor&lt;br /&gt;
|These innocents aren't your friends. They must be eliminated carefully. There is more of them than there are of you, so stealth is the key. You have many tools at your disposal but you're funds are limited. See another red T above a player's head? They're on your side, but keep communication on the down-low.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T AssassinIcon.png|frameless|20x20px]] Assassin     &lt;br /&gt;
|You spawn with a list of targets, and if you kill them all you instantly win. Winning as the assassin counts as a win for both traitors and assassins. If a player on your target list is killed by another player, or if you kill someone who's not on your list, you can no longer win as the assassin. If a target leaves the game you will lose a target but can still win by killing your remaining targets. However you can still win as a traitor and help your team.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Hypnotist&lt;br /&gt;
|You spawn with a gadget on your chest called the Hypnotizer, use it on a dead innocent to bring them back to life and make them a traitor.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Unique roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Soulmate &lt;br /&gt;
|You spawn with a name (or 2) on your wrist, you must keep the listed person(s) alive. Their job is to play their role and keep you alive with them. If either of you die then the other soul-linked person will also die.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|Zombie&lt;br /&gt;
|You spawn solo but can gain teammates with the reusable knife on your chest, stab someone with it and they become a zombie, you can kill whoever you want with your guns but they will not be made a zombie.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Zombies==&lt;br /&gt;
&lt;br /&gt;
You and your teammates must survive endless waves of zombies, the amount of zombies that spawn will go up every round until round 21 and on where the cap is 999 zombies, you cannot buy at anytime in this game-mode and when you respawn you will get a random weapon, head-shots are instant kills since zombies do not have armor. At the end if every round you may randomly get an attachment, painkillers, or a syringe.&lt;br /&gt;
&lt;br /&gt;
This game-mode is very hard because it's easy to get overwhelmed, but if you and your team work together it will work out just fine, just be weary of friendly fire!&lt;br /&gt;
&lt;br /&gt;
'''Shoving'''&lt;br /&gt;
----By using either your fists or your weapon, you are able to hit zombies to push them away, while seemingly useless, this may save your life in some situations. There are many ways you can use this to your advantage, whether it's pushing a zombie while running or saving a teammate, you can use this in most situations where shooting would cause more harm than it should.&lt;br /&gt;
&lt;br /&gt;
'''Painkillers and Syringe'''&lt;br /&gt;
----To use Painkillers, Hold the Trigger and it will open the bottle, tilt so painkillers are upside down and the pills start falling down, and aim near the head, this will heal you over time in 3 bursts. You do not need to take all of them, as a few will heal you, so take some, check health, then take more if necessary. If health is dangerously low, take the entire bottle. To use a syringe simply hold trigger while the needle is in someone and it will revive them, this can be used three times.&lt;br /&gt;
&lt;br /&gt;
'''Loot Crates'''&lt;br /&gt;
----After every wave, a crate will usually spawn, there are 6 types of crates that can spawn and 2 other upgraded versions of existing crates.&lt;br /&gt;
*''Pistol Crates'' which spawn after wave 1 contain a Glock 18, Five-Seven, Revolver and a Deagle.&lt;br /&gt;
&lt;br /&gt;
*''SMG Crates'' which spawn after wave 2 contain 2 UMP-45's, 1 Micro-UZI and a FAMAS, The SMG crate gets upgraded after wave 3 and it will spawn with 1 MP5-N, 1 Micro-UZI, 1 Painkiller and 1 Syringe.&lt;br /&gt;
&lt;br /&gt;
*''Rifle Crates'' can spawn any time after the SMG crate contain 2 AK-47's and 2 M4's, then just like the SMG crate the rifle crate gets an upgrade, now spawning with 1 Syringe, 1 Pain-killer, 1 AK-47 and 1 M4. &lt;br /&gt;
&lt;br /&gt;
*''Mixed Crates'' can spawn instead of the SMG crate, it contains 1 Kar98, 1 M590, 1 UMP-45 and 1 Micro-UZI.&lt;br /&gt;
&lt;br /&gt;
*''Heavy Crates'' spawn with 1 M249, 1 Saiga-12, 1 Spas-12 and 1 G3 Semi-Automatic battle rifle.&lt;br /&gt;
&lt;br /&gt;
*''Attachment Crates'' spawn with 2 Sights, 1 Suppressor, 1 Grip.&lt;br /&gt;
&lt;br /&gt;
'''Meta'''&lt;br /&gt;
----There are many places in maps where zombies cannot go, you can easily take advantage of some of these places and camp for as long as you want! You could also carry 2 saiga-12s or 2 m249s, one on your back and one in your hand, making an easy switch without the trouble of reloading, great for tight situations.&lt;br /&gt;
&lt;br /&gt;
==The Hidden (aka Hide)==&lt;br /&gt;
&lt;br /&gt;
One team consists of 1-4 powerful players who are 99% invisible, that have blades attached to their arms, moves quickly, can jump and grab onto ledges, can see through walls, and can heal by stabbing corpses.&lt;br /&gt;
&lt;br /&gt;
The other team is full of soldiers who have to either kill the monsters or survive until the timer runs out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players to Monster Ratio&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!# of Players&lt;br /&gt;
!# of Monsters&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt; 10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Throughout the duration of a round, there are objectives that soldiers can work together to capture by occupying them. Once captured, the monster will groan in agony and it's visibility will be increased. Soldiers have access to special items such as tripwire alarms, adrenaline shots, bandages, and special flashbangs that only affect the monsters and not your fellow teammates. A soldier will normally spawn with 4 different items: A primary weapon, a sidearm, and two miscellaneous items like a flashbang, bandage, adrenaline, or tripwire.&lt;br /&gt;
&lt;br /&gt;
Tripwire alarms will show a blue line that, when a monster passes through them, will beep and explode, damaging nearby monsters and soldiers. Adrenaline shots can be used once and will give you a temporary speed boost and 20 health as a shield that you will lose when the effect wears off. Tear and use the trigger to use bandages which will heal you by 33 health, and flashbangs will temporarily blind the monster and cause it to make a noise that can be heard by soldiers to find it's location. It's best to throw flashbangs high into the air as the effects (at least the noise the monster makes when affected) will work on any monster that isn't blocked by objects between where the flashbang goes off and where the monster is.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
&lt;br /&gt;
One team consists of visible &amp;quot;Hiddens&amp;quot;, the powers of which are the same as above but without any invisibility. At the start of a round, one random player is selected as the Hidden, and has to kill all other soldiers. Each soldier killed will become a Hidden themselves, and the Hidden team have unlimited lives. The first Hidden will always spawn with a grenade.&lt;br /&gt;
&lt;br /&gt;
The soldiers don't spawn with any of the special Hidden items like they do in The Hidden, however they do have the same gun loadouts, minus the tranquilizer loadout. Their goal is to survive until the timer runs out, before all of them become infected.&lt;br /&gt;
&lt;br /&gt;
==Push==&lt;br /&gt;
Two Teams compete with each other to either plant or diffuse bombs (slightly similar to SND). One team has to plant and prevent the other team from diffusing them. The second team has to defend bombsites and diffuse bombs.&lt;br /&gt;
&lt;br /&gt;
Both teams can respawn but the planters have a limited amount of &amp;quot;Tickets&amp;quot; (default set to 50) and their team will lose them for every player that picks a loadout in the spawn room. The team that plants bombs can also earn more Tickets for every bomb that explodes (default set to 25). When the bomb is planted, the planting team has an infinite amount of tickets until the bomb is diffused. Syringes don't contribute to tickets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Teams cannot buy their own weapons, and instead must choose a loadout in the spawn room. There can be a maximum of 7 different loadouts in the spawn room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Planting and Diffusing'''&lt;br /&gt;
----Arming the bomb requires you to spin the pin and pull down. Then plant in one of the bomb outlines and the countdown will start.&lt;br /&gt;
&lt;br /&gt;
Diffusing the bomb requires you to spin the rod and pull outwards (away from the bomb). The bomb will be diffused and the countdown will stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instructions to arm and diffuse the bomb can also be found in the spawn room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bomb's default explode time is one minute.&lt;br /&gt;
&lt;br /&gt;
==Prop Hunt==&lt;br /&gt;
&lt;br /&gt;
One team consists of players who can transform into various props and try to blend in, and the other team consists of soldiers trying to hunt these props down. Props will automatically taunt at fixed intervals (The length between taunts varies depending on the map), and there's a timer on your scoreboard which shows how long you have left to taunt. You can also manually taunt using your buy menu button, which will reset the auto-taunt timer.&lt;br /&gt;
&lt;br /&gt;
As a soldier, you lose 5 health for every non-player prop you shoot, so try to only shoot props that you believe are players. You also gain a small amount of health upon killing a player prop.&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=971</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=971"/>
		<updated>2024-01-15T02:20:51Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: yf g&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io. For Mod.io, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install Unreal Engine 5.1.1.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!PC Engine&lt;br /&gt;
!Shack Engine&lt;br /&gt;
|-&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit Pavlov VR PC Modkit]&lt;br /&gt;
|[https://github.com/vankruptgames/PavlovVR-ModKit/tree/Pavlov-Shack Pavlov VR Shack Modkit]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once finished, click window, open Pavlov Workshop and then log in to your Mod.io Account.&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but set it to these if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside of the editor before building is inaccurate. To see how it'll really look like in game, click the &amp;quot;Build&amp;quot; tab and click either &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume. They're useful whenever using materials with normal textures.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can get textures from these websites:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free (barely any free textures)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Material Instances are not required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended to be used on Pavlov VR.&lt;br /&gt;
&lt;br /&gt;
For Pavlov Shack, textures should be 512x512 as they'll get down-scaled at any other texture size higher than it.&lt;br /&gt;
&lt;br /&gt;
Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''BEFORE UPLOADING:'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to be playable on. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=970</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=970"/>
		<updated>2023-12-17T22:23:16Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: totally a minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Shack &amp;amp; PC Engine&lt;br /&gt;
!Legacy PC Engine&lt;br /&gt;
|-&lt;br /&gt;
|Unreal Engine 5.1.1&lt;br /&gt;
|Unreal Engine 4.21.x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1&lt;br /&gt;
&lt;br /&gt;
UE4.21.x modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window) if you're on UE5.1.1.&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside of the editor before building is inaccurate. To see how it'll really look like in game, click the &amp;quot;Build&amp;quot; tab and click either &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume. They're useful whenever using materials with normal textures.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can get textures from these websites:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free (barely any free textures)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Material Instances are not required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended to be used on Pavlov VR.&lt;br /&gt;
&lt;br /&gt;
For Pavlov Shack, textures should be 512x512 as they'll get down-scaled at any other texture size higher than it.&lt;br /&gt;
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Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
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==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
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The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
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If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
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Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
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NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
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==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
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The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
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Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
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You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
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Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
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You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
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==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
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The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
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Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
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The Volumes only come as rectangular prisms.&lt;br /&gt;
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To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.&lt;br /&gt;
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== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''BEFORE UPLOADING:'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
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Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to e playable on. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
=== UE4.21.x ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Deployment Tab&amp;quot;. Press Submit. Building your map will take a while so just do other things while you wait.&lt;br /&gt;
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Open steamcommunity.com.&lt;br /&gt;
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Login to your account and click on your profile. Open workshop items and find your map. When you're ready, set your map's visibility to public.&lt;br /&gt;
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Your map is now uploaded.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
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-zxcubed&lt;br /&gt;
&lt;br /&gt;
== everything after is about maps ==&lt;br /&gt;
&lt;br /&gt;
==Map ID List==&lt;br /&gt;
Here is the list of item IDs for the default maps. This is mainly useful for community servers and is the correct mapID for each map:&lt;br /&gt;
&lt;br /&gt;
'''Both shack and PC'''&lt;br /&gt;
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&amp;lt;code&amp;gt;Bridge&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Bunker&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Datacenter&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Industry&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Sand&amp;lt;/code&amp;gt;&lt;br /&gt;
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&amp;lt;code&amp;gt;Santorini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Siberia&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Station&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Hospital&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Range&amp;lt;/code&amp;gt;&lt;br /&gt;
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&amp;lt;code&amp;gt;WW2range&amp;lt;/code&amp;gt;&lt;br /&gt;
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&amp;lt;code&amp;gt;Tutorial&amp;lt;/code&amp;gt;&lt;br /&gt;
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&amp;lt;code&amp;gt;Killhouse&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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'''Shack Only'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Stalingrad_shack&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Foundation&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Haguenau&amp;lt;/code&amp;gt;&lt;br /&gt;
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&amp;lt;code&amp;gt;OGcontainers&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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'''PC only'''&lt;br /&gt;
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&amp;lt;code&amp;gt;containeryard&amp;lt;/code&amp;gt;&lt;br /&gt;
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&amp;lt;code&amp;gt;Stalingrad_night&amp;lt;/code&amp;gt;&lt;br /&gt;
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&amp;lt;code&amp;gt;Datacenter_night&amp;lt;/code&amp;gt;&lt;br /&gt;
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&amp;lt;code&amp;gt;santorini_night&amp;lt;/code&amp;gt;&lt;br /&gt;
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&amp;lt;code&amp;gt;sand_night&amp;lt;/code&amp;gt;&lt;br /&gt;
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&amp;lt;code&amp;gt;Siberia_night&amp;lt;/code&amp;gt;&lt;br /&gt;
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&amp;lt;code&amp;gt;station_night&amp;lt;/code&amp;gt;&lt;br /&gt;
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&amp;lt;code&amp;gt;industry_night&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;containeryard_night&amp;lt;/code&amp;gt;&lt;br /&gt;
==Bridge==&lt;br /&gt;
[[File:Bridge Top-Down.jpg|thumb|Birdseye View of Bridge.]]Bridge was added to Pavlov in '''Update 10''' and was redesigned in '''Update 24''', set in a canal-heavy city in Europe. It's a very linear map, where the bomb plant is in the middle of the bridge.&lt;br /&gt;
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==Bunker==&lt;br /&gt;
[[File:Bunker Top-Down.jpg|thumb|‍ ‍Birdseye view of Bunker.]]Bunker is a map that came to Pavlov during '''Update 28'''. It supports all modes in Pavlov and was mainly designed for SND. It has two bombsites, one in the generator/turbine room, and one in the radar room. It is a Soviet style bunker featuring living quarters, a large hangar, and an empty missile silo.&lt;br /&gt;
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==Container Yard ==&lt;br /&gt;
[[File:Container Yard Top-Down.jpg|thumb|Birdseye view of Container Yard.]]Container Yard is (very obviously) a container yard. This map was introduced in '''Update 22''' and in '''Pavlov Shack''' on the Quest.[[File:Container Yard.jpg|thumb|400x400px|Container Yard, looking at the house from T spawn.|none]]&lt;br /&gt;
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==Datacenter==&lt;br /&gt;
[[File:Datacenter Top-Down.jpg|thumb|Birdseye view of Datacenter.]]Datacenter is Pavlov's first default map. It is symmetrical in design, has long hallways and corridors, a garage area, and two bombsites: one in the '''server room''', the other in the second floor on the back of a '''pillar'''. It can be played in both [[Gamemodes|Search and Destroy]] and [[Gamemodes|Team Deathmatch]].[[File:Datacenter middle.jpg|thumb|400px|Datacenter's Middle area.|none]]&lt;br /&gt;
==Datacenter &amp;lt;small&amp;gt;(Night)&amp;lt;/small&amp;gt;==&lt;br /&gt;
Datacenter &amp;lt;small&amp;gt;(Night)&amp;lt;/small&amp;gt; resembles Datacenter at night time. It is an zombies, infection, and hide exclusive map (PC &amp;amp; PSVR2 ONLY).&lt;br /&gt;
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==Foundation &amp;lt;small&amp;gt;(Shack Only)&amp;lt;/small&amp;gt;==&lt;br /&gt;
[[File:Foundation TopDown.png|thumb|Bird's Eye view of Foundation]]Foundation is a community map created by IL PRIMO and resembles a construction site. It consists of two bombsites which are both located on the base of cranes.[[File:Foundation.jpg|thumb|Foundation, overlooking A from CT spawn.|none]]&lt;br /&gt;
==Haguenau &amp;lt;small&amp;gt;(Shack Only)&amp;lt;/small&amp;gt;==&lt;br /&gt;
Hagnueau is a shack exclusive map designed by il Primo[[File:Haguenau.jpg|thumb|Haguenau, looking at B.|none]]&lt;br /&gt;
==Harbor (Shack Only)==&lt;br /&gt;
[[File:Harbor TopDown.png|thumb|Bird's Eye view of Harbor]]Harbor is an SND map, originally created by wsly and watevs.&lt;br /&gt;
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==Industry==&lt;br /&gt;
[[File:Industry Top-Down.jpg|thumb|Birdseye view of Industry.]]Industry was added to Pavlov during '''Update 26''' and was originally designed by a member of the Pavlov community named Voxie. The map features a lobby area, a parking garage, and a warehouse. This map was designed for SND but supports all modern game modes. The two bombsites on this map are located on the van in the garage and on the pillar of the raised section in the warehouse.&lt;br /&gt;
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Industry was later released on the Meta Quest in '''RC3'''.[[File:Pavlov Industry.jpg|thumb|Industry's Warehouse and Office|none]]&lt;br /&gt;
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==Industry &amp;lt;small&amp;gt;(Night)&amp;lt;/small&amp;gt;==&lt;br /&gt;
Industry &amp;lt;small&amp;gt;(Night)&amp;lt;/small&amp;gt; resembles Industry at night time. It is a zombies, infection, and hide exclusive map.&lt;br /&gt;
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== Sand==&lt;br /&gt;
[[File:Sand Top-Down.jpg|thumb|Birdseye view of Sand.]]Sand was added in '''Update 12''', along with support for community maps. Sand has a visual style similar to [http://counterstrike.wikia.com/wiki/Dust Dust from Counter Strike], using a similar Middle Eastern setting and Islamic architecture. Sand was the first Search and Destroy map and was designed with the game mode in mind. It has a variety of ways to enter the two bombsites, a distinct middle area that connects all parts of the map, and various strategies in which to attack or defend either bombsite.[[File:Sand_B_site.jpg|thumb|400px|Sand ('''Update 12''' ver. ), overlooking B site from CT spawn.|none]]Sand was redesigned in '''Update 29''' to match with Vankrupt's map standards in 2023. All of the textures, models, and bombsites were all changed, although the map layout stayed relatively the same.[[File:Sand Upd29.jpg|thumb|400x400px|Sand ('''Update 29''' ver.) overlooking B site from CT spawn.|none]]&lt;br /&gt;
==Sand &amp;lt;small&amp;gt;(Night)&amp;lt;/small&amp;gt;==&lt;br /&gt;
Sand &amp;lt;small&amp;gt;(Night)&amp;lt;/small&amp;gt; resembles Sand at night time. It is a zombies, infection, and hide exclusive map. (ONLY ON PC &amp;amp; PSVR2).&lt;br /&gt;
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==Santorini==&lt;br /&gt;
[[File:Santorini Top-Down.jpg|thumb|Birdseye view of Santorini.]]Set in the Greek Island of the Aegean Sea, Santorini is an inclined map in a lovely blue and white color tones with the traditional 3 lanes of movement the Search and Destroy is known for. Come to the market and buy some fish![[File:Santorini.jpg|thumb|400x400px|Santorini, hovering over B site from CT spawn.|none]]&lt;br /&gt;
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==Santorini &amp;lt;small&amp;gt;(Night)&amp;lt;/small&amp;gt;==&lt;br /&gt;
Santorini &amp;lt;small&amp;gt;(Night)&amp;lt;/small&amp;gt; resembles Santorini at night time. It is a zombies, infection, &amp;amp; hide exclusive map (PC &amp;amp; PSVR2 ONLY).&lt;br /&gt;
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==Siberia==&lt;br /&gt;
[[File:Prisonbreak Top-Down.jpg|thumb|Birdseye view of Siberia.]]Siberia represents a prison in a snow biome and was released in '''Update 22'''.[[File:Siberia.jpg|thumb|400x400px|Siberia, looking over the prison bombsite from T spawn.|none]]&lt;br /&gt;
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==Siberia &amp;lt;small&amp;gt;(Night)&amp;lt;/small&amp;gt;==&lt;br /&gt;
Siberia &amp;lt;small&amp;gt;(Night)&amp;lt;/small&amp;gt; resembles Siberia at night time.The map is extended outside of the fence and walls of the original. It is a zombies, infection, and hide exclusive map (PC &amp;amp; PSVR2 ONLY).&lt;br /&gt;
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==Stalingrad==&lt;br /&gt;
[[File:Stalingrad Top-Down.jpg|thumb|Birdseye view of Stalingrad.]]Named after Pavlov VRs namesake, the battle of Stalingrad laid host to Sergeant Yakov Pavlov's fortified defense from the German Wehrmacht during the fall season of 1942. Intended to provide wide lands of traversal for tanks to navigate and various demolished buildings to have close combat&lt;br /&gt;
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Stalingrad was added to Pavlov in '''Update 24'''.Stalingrad was later added to Pavlov Shack in '''RC3'''.&lt;br /&gt;
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==Stalingrad &amp;lt;small&amp;gt;(Night)&amp;lt;/small&amp;gt;==&lt;br /&gt;
Stalingrad &amp;lt;small&amp;gt;(Night)&amp;lt;/small&amp;gt; resembles Stalingrad at night time. It is a zombies, infection, and hide exclusive map.&lt;br /&gt;
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==Station==&lt;br /&gt;
[[File:Subway Top-Down Upper.jpg|thumb|250x250px|Birdseye view of the top floor of Station.]][[File:Subway Top-Down Middle.jpg|thumb|250x250px|Birdseye view of the middle floor of Station.]][[File:Subway Top-Down Lower.jpg|thumb|250x250px|Birdseye view of the lower floor of Station.]]Station is an underground map set in a US subway station. With 3 layers of movement and a risk of dying from falling in the train tracks, this closed transit system with a cold atmosphere is a different change-up from a normal flat structure to a layered system. Station was added to Pavlov in '''Update 24'''[[File:Station.jpg|thumb|400x400px|Station, looking at the train from middle.|none]]&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
‍ ‍&lt;br /&gt;
== Station &amp;lt;small&amp;gt;(Night)&amp;lt;/small&amp;gt; ==&lt;br /&gt;
Station &amp;lt;small&amp;gt;(Night)&amp;lt;/small&amp;gt; resembles Station at night time where most of the lights in the original are turned off. It is a zombies, infection, and hide exclusive map (PC &amp;amp; PSVR2 ONLY).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
‍ ‍&lt;br /&gt;
== Hospital ==&lt;br /&gt;
Hospital is a zombies mode exclusive map released in '''Update 22''' and is a relatively small map with one floor. Its interior represents a run down hospital.&lt;br /&gt;
&lt;br /&gt;
‍&lt;br /&gt;
==Tutorial==&lt;br /&gt;
Tutorial is the first map in the &amp;quot;TRAINING&amp;quot; tab in the main menu. Its purpose is to help newer players learn the basics of Pavlov.&lt;br /&gt;
&lt;br /&gt;
It's map resembles a killhouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Map Description:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;code&amp;gt;Learn the basic mechanics and controls.&amp;lt;/code&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Learn the basic mechanics before jumping onto the battlefield.&lt;br /&gt;
&lt;br /&gt;
Here you will know about:&lt;br /&gt;
* Team Communication&lt;br /&gt;
*Basic movement&lt;br /&gt;
*Equipment and use of fire weapons and grenades&lt;br /&gt;
*Use of the bomb of Search &amp;amp; Destroy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Video of the Pavlov Tutorial:&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/DywgkSqblfY&lt;br /&gt;
==Shooting Range &amp;lt;small&amp;gt;(Modern)&amp;lt;/small&amp;gt;==&lt;br /&gt;
Shooting Range (Modern) is the second map in the &amp;quot;TRAINING&amp;quot; tab found in the main menu. Its main purpose is to help you practice your aim with modern weapons. Its map resembles an indoor shooting range. The doors to the left lead to Killhouse. The doors to the right lead to Shooting Range (WW&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Map Description:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;code&amp;gt;Test weapons shooting to static or mobile targets.&amp;lt;/code&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here you can test and practice with all the modern weapons in the game.&lt;br /&gt;
&lt;br /&gt;
You will also find moving targets and various exercises to improve your aim.&lt;br /&gt;
==Shooting Range &amp;lt;small&amp;gt;(WW2)&amp;lt;/small&amp;gt;==&lt;br /&gt;
Shooting Range (WW&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;) is the third map in the &amp;quot;TRAINING&amp;quot; tab found in the main menu. Its main purpose is to help you practice your aim with WW&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; weapons.&lt;br /&gt;
&lt;br /&gt;
Its map resembles an indoor shooting range. The doors to the left bring you to Shooting Range (Modern). The doors to the right bring you to Killhouse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Map Description:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;small&amp;gt;Test weapons shooting to static or mobile targets.&amp;lt;/small&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here you can test and practice with WW&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; weapons.&lt;br /&gt;
&lt;br /&gt;
You will also find moving targets and various exercises to improve your aim.&lt;br /&gt;
==Killhouse==&lt;br /&gt;
Killhouse is the last map in the &amp;quot;TRAINING&amp;quot; tab found in the main menu. Its main purpose is to help you practice your aim. Its map resembles a killhouse. There is a door to the left of the main entrance of the &amp;quot;Circuit&amp;quot; that leads to another door which brings you too Shooting Range &amp;lt;small&amp;gt;(Modern).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Map Description:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;code&amp;gt;Put your skills to the test in a circuit.&amp;lt;/code&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choose a weapon and enter the circuit.&lt;br /&gt;
&lt;br /&gt;
The objective is to shoot all the targets and complete the circuit in the shortest time possible.&lt;br /&gt;
*Shots to the body score 1 point.&lt;br /&gt;
* Shots to the head score 2 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Video of Killhouse:&lt;br /&gt;
&lt;br /&gt;
https://youtu.be/avGOm9EgjEc&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Getting_Started&amp;diff=968</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Getting_Started&amp;diff=968"/>
		<updated>2023-12-02T05:30:39Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: minor text edits. also added shack modkit to page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Shack &amp;amp; PC Engine&lt;br /&gt;
!Legacy PC Engine&lt;br /&gt;
|-&lt;br /&gt;
|Unreal Engine 5.1.1&lt;br /&gt;
|Unreal Engine 4.21.x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
* Starter Content&lt;br /&gt;
*Engine Source&lt;br /&gt;
*Android (needed for shack)&lt;br /&gt;
*Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PC Modkit (UE 5.1.1):&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1&lt;br /&gt;
&lt;br /&gt;
Shack Modkit (UE 5.1.1):&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/Pavlov-Shack&lt;br /&gt;
&lt;br /&gt;
UE4.21.x Modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
#Agree with the Mod.io TOS.&lt;br /&gt;
#Enter your Email Address.&lt;br /&gt;
#Open your Email and paste the code from the Email to the Editor (request another if you need it).&lt;br /&gt;
#You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&lt;br /&gt;
== Creating your Map==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window) if you're on UE5.1.1.&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description &lt;br /&gt;
!Example &lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change) &lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
| UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
| Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map. &lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
| This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
====Pavlov Game Logic====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class&lt;br /&gt;
|to &lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
| Player Info Class&lt;br /&gt;
|to &lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.&lt;br /&gt;
====Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID &lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
| Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special &lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID. &lt;br /&gt;
|}When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
====Migrate maps to Modkit====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
==Mandatory Entities==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
====Lights====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside of the editor before building is inaccurate. To see how it'll really look like in game, click the &amp;quot;Build&amp;quot; tab and click either &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
====Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume. They're useful whenever using materials with normal textures.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
====Bomb Plants====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
====KOTH====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
====Materials &amp;amp; Physical Materials====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can get textures from these websites:&lt;br /&gt;
*https://ambientcg.com/&lt;br /&gt;
*https://polyhaven.com/textures&lt;br /&gt;
*https://www.textures.com/free (barely any free textures)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Material Instances are '''not''' required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended.&lt;br /&gt;
&lt;br /&gt;
For Pavlov Shack, textures should be 512x512 as they'll get down-scaled at any other texture size higher than it.&lt;br /&gt;
&lt;br /&gt;
Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
====Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the Nav Bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
====Blocking &amp;amp; Kill Volumes====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry.&lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs.&lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it.&lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
====Ladders====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.&lt;br /&gt;
==Uploading &amp;amp; Testing your Map==&lt;br /&gt;
'''BEFORE UPLOADING:'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
===UE5.1.1===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to e playable on.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack&lt;br /&gt;
|}Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
===UE4.21.x===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Deployment Tab&amp;quot;. Press Submit. Building your map will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open steamcommunity.com.&lt;br /&gt;
&lt;br /&gt;
Login to your account and click on your profile. Open workshop items and find your map. When you're ready, set your map's visibility to public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your map is now uploaded.&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
This may be outdated as this was written for the UE 4.21 modkit.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
| Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
| Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;. &lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame. &lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
| Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
| I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789. &lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
| Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
| Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ty for reading!&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Gamemodes&amp;diff=934</id>
		<title>Gamemodes</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Gamemodes&amp;diff=934"/>
		<updated>2023-10-29T20:38:19Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: removed dedicated server note for push&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==Deathmatch==&lt;br /&gt;
&lt;br /&gt;
Team-less free for all against everyone on the server. You have access to every modern weapon via the buy wheel. To win you must have the most kills by the time the timer runs out. &lt;br /&gt;
&lt;br /&gt;
==Gun Game==&lt;br /&gt;
&lt;br /&gt;
Each player spawns with an M249. Once a player receives a kill with the weapon, the next weapon in the list spawns in their hand and they must earn a kill with it. This process continues until a player has killed another player with the knife. There are 26 gun levels.&lt;br /&gt;
&lt;br /&gt;
This is a free-for-all mode, so players are encouraged to kill anyone they see.&lt;br /&gt;
&lt;br /&gt;
Players cannot buy in this game-mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The upgrade list goes as follows:&lt;br /&gt;
*1: M249&lt;br /&gt;
*2: Saiga-12&lt;br /&gt;
*3: M4A1&lt;br /&gt;
*4: AK-47&lt;br /&gt;
*5: AUG A3&lt;br /&gt;
*6: FAMAS F1&lt;br /&gt;
*7: P90&lt;br /&gt;
*8: UMP-45&lt;br /&gt;
*9: PP-19 Bizon-2&lt;br /&gt;
*10: MP5-N&lt;br /&gt;
*11: Mini-UZI&lt;br /&gt;
*12: Barrett M99&lt;br /&gt;
*13: AWP&lt;br /&gt;
*14: G3/SG1&lt;br /&gt;
*15: Kar98k&lt;br /&gt;
*16: SPAS-12&lt;br /&gt;
*17: M590&lt;br /&gt;
*18: Sawed Off Shotgun&lt;br /&gt;
*19: Desert Eagle&lt;br /&gt;
*20: Revolver&lt;br /&gt;
*21: Five-Seven&lt;br /&gt;
*22: TEC-9 &lt;br /&gt;
*23: Beretta M9&lt;br /&gt;
*24: Glock 18C&lt;br /&gt;
*25: M1911A1&lt;br /&gt;
*26: Knife&lt;br /&gt;
&lt;br /&gt;
==WW2 Gun Game==&lt;br /&gt;
&lt;br /&gt;
Same as Gun Game, but with WW2 weapons instead of modern weapons.&lt;br /&gt;
&lt;br /&gt;
==One in the Chamber==&lt;br /&gt;
&lt;br /&gt;
A special version of Deathmatch. Every player spawns with a Golden Deagle that has one single bullet. Each bullet instantly kills another player, and every kill awards one bullet. &lt;br /&gt;
&lt;br /&gt;
So if you miss, you're out of ammo completely. However you have a knife as a backup, and can attempt to get a kill and another bullet. You can use the knife over and over again to gain plenty of ammunition. However, If you die, you get reset back to one bullet, so be careful.&lt;br /&gt;
&lt;br /&gt;
You can shoot 2 bullets without reloading by putting a mag in so the chamber has a bullet in it and putting in a new mag with its own bullet.&lt;br /&gt;
&lt;br /&gt;
==Search and Destroy==&lt;br /&gt;
'''&amp;lt;big&amp;gt;NOTE: Proning is currently disabled in SND for balancing reasons.&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The ''Search and Destroy'' game mode consists of 2 minute rounds. Players have one life per round. The &amp;quot;Terrorists&amp;quot; have the objective of planting the bomb at one of the bombsites, while the &amp;quot;Counter Terrorists&amp;quot; need to defend the bomb locations or defuse the bomb. You can also win a round by killing all enemies. Counter-Terrorists will still need to defuse the bomb after all the Terrorists are dead. First team to 10 wins wins the game. The max amount of rounds in SND is 19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Arming and Defusing'''&lt;br /&gt;
----'''''Terrorists:''''' To arm the bomb, 4 digits are required to be input onto the Number Pad in the correct sequence. The numbers on the top left LCD screen on the bomb shows the sequence of digits that need to be pressed. An incorrect number will reset the sequence.  Once armed, a green light will glow indicating that the bomb is ready to be planted. Now, place it on the Bomb outline at a bombsite to start the timer. Failing to put the Bomb on the outline within roughly 5 seconds, the bomb will reset, requiring you to re-input the code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Counter-Terrorists:''''' Defusing the bomb requires 8 digits to be input onto the Number Pad. Counter-Terrorists may purchase Wire Cutters for $800, which allows a bomb to be defused by clipping the 3 wires on top of the bomb.&lt;br /&gt;
&lt;br /&gt;
'''Money'''&lt;br /&gt;
----All players start the game with $900.&lt;br /&gt;
&lt;br /&gt;
Players are awarded money based on their team performance, losing streaks will increase the amount of money received:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Loss Bonus: $2200&lt;br /&gt;
&lt;br /&gt;
Win Bonus: $3250&lt;br /&gt;
&lt;br /&gt;
Plant Bonus (T ONLY): $500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Kill Bonuses can be found here: [[Weapons|Kill Bonuses]]&lt;br /&gt;
&lt;br /&gt;
Each kill a player receives depends on the weapon used as well as attachments on the weapon.&lt;br /&gt;
&lt;br /&gt;
Players receive round win/loss bonus regardless of whether or not players survived the round. This differs from Counter Strike where Terrorists get no loss bonus if they lived without planting the bomb.&lt;br /&gt;
&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
----Terrorists and Counter-Terrorists have different pools of weapons assigned to them. The weapon pool goes as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Heavy&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700&lt;br /&gt;
|$1600&lt;br /&gt;
|AWP&lt;br /&gt;
|$2200&lt;br /&gt;
|-&lt;br /&gt;
|SKS &lt;br /&gt;
|$2500&lt;br /&gt;
|SCAR 20s&lt;br /&gt;
|$3500&lt;br /&gt;
|-&lt;br /&gt;
|Barret M99&lt;br /&gt;
|$4800&lt;br /&gt;
|Barret M99&lt;br /&gt;
|$4800&lt;br /&gt;
|-&lt;br /&gt;
|PKM&lt;br /&gt;
|$3500&lt;br /&gt;
|FN M249 Saw&lt;br /&gt;
|$3000&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun&lt;br /&gt;
|$1500&lt;br /&gt;
|Shotgun&lt;br /&gt;
|$1500&lt;br /&gt;
|-&lt;br /&gt;
|Drum Shotgun&lt;br /&gt;
|$4200&lt;br /&gt;
|Auto-Shotgun&lt;br /&gt;
|$1800&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off&lt;br /&gt;
|$1000&lt;br /&gt;
|Sawed-Off&lt;br /&gt;
|$1000&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SMGs&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|PP-Bizon&lt;br /&gt;
|$1200&lt;br /&gt;
|UMP&lt;br /&gt;
|$1200&lt;br /&gt;
|-&lt;br /&gt;
|AK-Shorty&lt;br /&gt;
|$1600&lt;br /&gt;
|AR9 &lt;br /&gt;
|$1400&lt;br /&gt;
|-&lt;br /&gt;
|Vector&lt;br /&gt;
|$1550&lt;br /&gt;
|P90&lt;br /&gt;
|$1700&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|$950&lt;br /&gt;
|MP5&lt;br /&gt;
|$1600&lt;br /&gt;
|-&lt;br /&gt;
|VSS&lt;br /&gt;
|$2200&lt;br /&gt;
|UZI&lt;br /&gt;
|$950&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rifles&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|AK47&lt;br /&gt;
|$2500&lt;br /&gt;
|G3&lt;br /&gt;
|$2500&lt;br /&gt;
|-&lt;br /&gt;
|AK12&lt;br /&gt;
|$2600&lt;br /&gt;
|M4&lt;br /&gt;
|$2700&lt;br /&gt;
|-&lt;br /&gt;
|Galil SAR&lt;br /&gt;
|$2300&lt;br /&gt;
|FAMAS&lt;br /&gt;
|$2300&lt;br /&gt;
|-&lt;br /&gt;
|AUG&lt;br /&gt;
|$2300&lt;br /&gt;
|M16&lt;br /&gt;
|$2300&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Gear&lt;br /&gt;
----&lt;br /&gt;
!Item&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|Kevlar Vest&lt;br /&gt;
|$650&lt;br /&gt;
|-&lt;br /&gt;
|Kevlar Vest + Helmet&lt;br /&gt;
|$1000&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang&lt;br /&gt;
|$200&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade&lt;br /&gt;
|$300&lt;br /&gt;
|-&lt;br /&gt;
|Grenade&lt;br /&gt;
|$600&lt;br /&gt;
|-&lt;br /&gt;
|Wire Cutters (CT ONLY)&lt;br /&gt;
|$800&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
|$100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Attachments|Upgrades]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pistols&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|$650&lt;br /&gt;
|Glock-18&lt;br /&gt;
|$650&lt;br /&gt;
|-&lt;br /&gt;
|Five-Seven&lt;br /&gt;
|$500&lt;br /&gt;
|Five-Seven&lt;br /&gt;
|$500&lt;br /&gt;
|-&lt;br /&gt;
|1911&lt;br /&gt;
|$200&lt;br /&gt;
|1911&lt;br /&gt;
|$200&lt;br /&gt;
|-&lt;br /&gt;
|Berretta&lt;br /&gt;
|$250&lt;br /&gt;
|Berretta&lt;br /&gt;
|$250&lt;br /&gt;
|-&lt;br /&gt;
|Revolver&lt;br /&gt;
|$800&lt;br /&gt;
|Revolver&lt;br /&gt;
|$800&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|$800&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|$800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Team Deathmatch==&lt;br /&gt;
&lt;br /&gt;
Two Teams (NATO and Russians) are pitted against each other with the goal of getting the most kills with '''modern weapons''' before the game ends. Spawn times are short and players may purchase weapons until they move too far away from where they spawned.&lt;br /&gt;
&lt;br /&gt;
Players start with a random weapon and $4900. Kills reward $300 and respawning rewards $4000. Any weapon purchased will disable random weapons. When respawning, anything you're carrying on your vest when you died will still be with you. &lt;br /&gt;
&lt;br /&gt;
Team-Killing, and committing suicide rewards &amp;lt;code&amp;gt;-4 points&amp;lt;/code&amp;gt; to the player. This doesn't reward the other team with an assist if they (or you) were hit earlier. Dying doesn't affect points.&lt;br /&gt;
&lt;br /&gt;
Getting an assist rewards &amp;lt;code&amp;gt;1 point&amp;lt;/code&amp;gt; and killing an enemy rewards &amp;lt;code&amp;gt;2 points&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==WW2 Team Deathmatch (TANKTDM)==&lt;br /&gt;
&lt;br /&gt;
Two Teams (Germans and Americans) are pitted against each other with the goal of getting the most kills with '''WW&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; weapons''' before the game ends. Tanks are accessible in this gamemode and loot crates will occasionally drop somewhere in the map. Spawn times are short and players may purchase weapons until they move too far away from where they spawned.&lt;br /&gt;
&lt;br /&gt;
Players start with a random weapon and $4900. Kills reward $300 and respawning rewards $4000. Any weapon purchased will disable random weapons. When respawning, anything you're carrying on your vest when you died will still be with you. &lt;br /&gt;
&lt;br /&gt;
Team-Killing, and committing suicide rewards &amp;lt;code&amp;gt;-4 points&amp;lt;/code&amp;gt; to the player. This doesn't reward the other team with an assist if they (or you) were hit earlier. Dying doesn't affect points.&lt;br /&gt;
&lt;br /&gt;
Getting an assist rewards &amp;lt;code&amp;gt;1 point&amp;lt;/code&amp;gt; and killing an enemy rewards &amp;lt;code&amp;gt;2 points&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==King of the Hill==&lt;br /&gt;
&lt;br /&gt;
Two Teams (Germans &amp;amp; Americans) compete to gather the most points from an objective. Players fight against each other with '''WW&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; weapons'''. Inside an objective, it'll usually have a loot crate inside containing useful weapons and throwables. To capture the objective, a player needs to be inside of the objective ring. In some KOTH maps, the objective will occasionally move after a period of time. &lt;br /&gt;
&lt;br /&gt;
==TTT==&lt;br /&gt;
&lt;br /&gt;
TTT has a variety of roles under the following four categories, Innocents (Detective, Tank, Sheriff, Innocent, Mercenary, Survivalist, Glitch, Soulmate), Traitors (Traitor, Assassin, Hypnotizer), Solo roles (Psychopath, Lone Wolf), and the Unique roles (Soulmate, Zombie). Roles given to players are randomized. Innocents far outnumber the traitors, and need to kill all antagonist roles. Solos are one of a kind, and can only win if they are the last player remaining. Traitors have to kill all other teams. Unique roles have special jobs to do, Zombies must be the only team remaining while soulmate must survive with their soul-link teammate.&lt;br /&gt;
&lt;br /&gt;
Failure to commit to your roles may reduce your karma, if you kill anyone you're not supposed to. Achieve too low of karma and you'll be kicked from the game.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Detective roles (Allied with Innocents):&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Items&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T DetectiveIcon.png|frameless|20x20px]] Detective   &lt;br /&gt;
|A weight has been placed on your shoulders.&lt;br /&gt;
You have a gaggle of mouthy individuals in your town and they all claim to take no part in this.&lt;br /&gt;
Someone is lying, maybe more.&lt;br /&gt;
Thankfully, the department has issued you a plethora of instruments to aid in the defense of your peoples (even if you don't particularly like them).&lt;br /&gt;
|You spawn with a DNA scanner and a pipe.The DNA scanner can scan dead bodies and dropped items, scanning either will give you a radar-like ping to show you who the DNA belongs to.&lt;br /&gt;
The pipe does nothing, but makes you look cooler.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T SheriffIcon.png|frameless|20x20px]] Sheriff&lt;br /&gt;
|You're here to enact arrests, not executions.&lt;br /&gt;
|You spawn with a taser and handcuffs. Arresting someone will make them drop their weapons.&lt;br /&gt;
Tasers have 2 shots and can arrest from a distance, the taser also does a little bit of damage and makes someone unable to move for a few seconds.&lt;br /&gt;
The handcuffs arrest someone without dealing damage and doesn't immobilize them, using them is a risky move but can save you some karma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T TankIcon.png|frameless|20x20px]] Tank&lt;br /&gt;
|In a physical sense, you're a tank, you spawn with body armor and extra damage resistance on top of that.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Innocent roles (Allied with Detectives):&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T InnocentIcon.png|frameless|20x20px]] Innocent &lt;br /&gt;
|You didn't do anything wrong, and there's no reason to start now. Just survive as long as you can. Maybe you can help, but you must be certain you're hurting the antagonist(s).&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T MercenaryIcon.png|frameless|20x20px]] Mercenary &lt;br /&gt;
|You have 1 credit to buy an item with, and can only gain more by looting bodies that have credits.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T SurvivalistIcon.png|frameless|20x20px]] Survivalist &lt;br /&gt;
|You start with no credits, but can loot credits from dead bodies of detectives, mercenaries, or traitors to spend in your buy menu.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T GlitchIcon.png|frameless|20x20px]] Glitch &lt;br /&gt;
|You appear with a red T above your head to traitors, but you're actually innocent. They can still see you're not a T if they look at the scoreboard or don't see the T above your head through the environment, so watch out.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Solo roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T JesterIcon.png|frameless|20x20px]] Jester &lt;br /&gt;
|Your goal is to have any Innocent or Innocent-allied player kill you, whilst at least one antagonist (traitors/any solo role) is still alive. If you are killed you come back to life as a psychopath, see role below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While you're still alive you can contribute to the game by killing antagonist roles. However, if you shoot a non-antagonist, the damage you deal will be reflected back onto you.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|Psychopath &lt;br /&gt;
|Your goal is to kill all other players, kind of like the Lone Wolf. However, everyone in the server knows you're the Psychopath and can see the icon above your head, and you're automatically given a radar to ping the location of all other players. The Psychopath also has the same level of damage resistance as the Tank. You don't have access to any buy menus.&lt;br /&gt;
|Spawns randomly on Shack&lt;br /&gt;
On PC, you must be killed as a Jester by an innocent to become a psychopath.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T LonwWolfIcon.png|frameless|20x20px]] Lone Wolf    &lt;br /&gt;
|Your goal is to be the last man standing and kill everyone else in the round, if there are 2 lone wolves, you must kill each other to win. The Lone Wolf will also have 2 credits and access to a special buy menu that combines parts of the traitor's and detective's buy menu.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Traitor roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T TraitorIcon.png|frameless|20x20px]] Traitor&lt;br /&gt;
|These innocents aren't your friends. They must be eliminated carefully. There is more of them than there are of you, so stealth is the key. You have many tools at your disposal but you're funds are limited. See another red T above a player's head? They're on your side, but keep communication on the down-low.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T AssassinIcon.png|frameless|20x20px]] Assassin     &lt;br /&gt;
|You spawn with a list of targets, and if you kill them all you instantly win. Winning as the assassin counts as a win for both traitors and assassins. If a player on your target list is killed by another player, or if you kill someone who's not on your list, you can no longer win as the assassin. If a target leaves the game you will lose a target but can still win by killing your remaining targets. However you can still win as a traitor and help your team.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Hypnotist&lt;br /&gt;
|You spawn with a gadget on your chest called the Hypnotizer, use it on a dead innocent to bring them back to life and make them a traitor.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Unique roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Soulmate &lt;br /&gt;
|You spawn with a name (or 2) on your wrist, you must keep the listed person(s) alive. Their job is to play their role and keep you alive with them. If either of you die then the other soul-linked person will also die.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|Zombie&lt;br /&gt;
|You spawn solo but can gain teammates with the reusable knife on your chest, stab someone with it and they become a zombie, you can kill whoever you want with your guns but they will not be made a zombie.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Zombies==&lt;br /&gt;
&lt;br /&gt;
You and your teammates must survive endless waves of zombies, the amount of zombies that spawn will go up every round until round 21 and on where the cap is 999 zombies, you cannot buy at anytime in this game-mode and when you respawn you will get a random weapon, head-shots are instant kills since zombies do not have armor. At the end if every round you may randomly get an attachment, painkillers, or a syringe.&lt;br /&gt;
&lt;br /&gt;
This game-mode is very hard because it's easy to get overwhelmed, but if you and your team work together it will work out just fine, just be weary of friendly fire!&lt;br /&gt;
&lt;br /&gt;
'''Shoving'''&lt;br /&gt;
&lt;br /&gt;
By using either your fists or your weapon, you are able to hit zombies to push them away, while seemingly useless, this may save your life in some situations. There are many ways you can use this to your advantage, whether it's pushing a zombie while running or saving a teammate, you can use this in most situations where shooting would cause more harm than it should.&lt;br /&gt;
&lt;br /&gt;
'''Painkillers and Syringe'''&lt;br /&gt;
&lt;br /&gt;
To use Painkillers, Hold the Trigger and it will open the bottle, tilt so painkillers are upside down and the pills start falling down, and aim near the head, this will heal you over time in 3 bursts. You do not need to take all of them, as a few will heal you, so take some, check health, then take more if necessary. If health is dangerously low, take the entire bottle. To use a syringe simply hold trigger while the needle is in someone and it will revive them, this can be used three times.&lt;br /&gt;
&lt;br /&gt;
'''Loot Crates'''&lt;br /&gt;
&lt;br /&gt;
After every wave, a crate will usually spawn, there are 6 types of crates that can spawn and 2 other upgraded versions of existing crates.&lt;br /&gt;
&lt;br /&gt;
*''Pistol Crates'' which spawn after wave 1 contain a Glock 18, Five-Seven, Revolver and a Deagle.&lt;br /&gt;
&lt;br /&gt;
*''SMG Crates'' which spawn after wave 2 contain 2 UMP-45's, 1 Micro-UZI and a FAMAS, The SMG crate gets upgraded after wave 3 and it will spawn with 1 MP5-N, 1 Micro-UZI, 1 Painkiller and 1 Syringe.&lt;br /&gt;
&lt;br /&gt;
*''Rifle Crates'' can spawn any time after the SMG crate contain 2 AK-47's and 2 M4's, then just like the SMG crate the rifle crate gets an upgrade, now spawning with 1 Syringe, 1 Pain-killer, 1 AK-47 and 1 M4. &lt;br /&gt;
&lt;br /&gt;
*''Mixed Crates'' can spawn instead of the SMG crate, it contains 1 Kar98, 1 M590, 1 UMP-45 and 1 Micro-UZI.&lt;br /&gt;
&lt;br /&gt;
*''Heavy Crates'' spawn with 1 M249, 1 Saiga-12, 1 Spas-12 and 1 G3 Semi-Automatic battle rifle.&lt;br /&gt;
&lt;br /&gt;
*''Attachment Crates'' spawn with 2 Sights, 1 Suppressor, 1 Grip.&lt;br /&gt;
&lt;br /&gt;
'''Meta'''&lt;br /&gt;
&lt;br /&gt;
There are many places in maps where zombies cannot go, you can easily take advantage of some of these places and camp for as long as you want! You could also carry 2 saiga-12s or 2 m249s, one on your back and one in your hand, making an easy switch without the trouble of reloading, great for tight situations.&lt;br /&gt;
&lt;br /&gt;
==The Hidden (aka Hide)==&lt;br /&gt;
&lt;br /&gt;
One team consists of 1-4 powerful players who are 99% invisible, has blades attached to their arms, moves fast, can jump and grab onto ledges, can see through walls, and can heal by stabbing dead bodies. The other team is full of soldiers who have to either kill the monsters or survive until the timer runs out. Throughout the duration of a round, there are objectives that soldiers can work together to capture by occupying them. Once captured, the monster will groan in agony and it's visibility will be increased. Soldiers have access to special items such as tripwire alarms, adrenaline shots, bandages, and special flashbangs that only affect the monsters and not your fellow teammates. A soldier will normally spawn with 4 different items: A primary weapon, a sidearm, and two miscellaneous items like a flashbang, bandage, adrenaline, or tripwire.&lt;br /&gt;
&lt;br /&gt;
This mode has a scaling number of monsters. With less than 10 players, only one monster will spawn. At 10 players, 2 monsters will spawn. At 16 players, 3 monsters will spawn. And at 22 players, 4 monsters will spawn.&lt;br /&gt;
&lt;br /&gt;
Tripwire alarms will show a blue line that, when a monster passes through them, will beep and explode, damaging nearby monsters and soldiers. Adrenaline shots can be used once and will give you a temporary speed boost and 20 health as a shield that you will lose when the effect wears off. Tear and use the trigger to use bandages which will heal you by 33 health, and flashbangs will temporarily blind the monster and cause it to make a noise that can be heard by soldiers to find it's location. It's best to throw flashbangs high into the air as the effects (at least the noise the monster makes when affected) will work on any monster that isn't blocked by objects between where the flashbang goes off and where the monster is.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
&lt;br /&gt;
One team consists of visible Hiddens, the powers of which are the same as above but without any invisibility. At the start of a round, one random player is selected as the Hidden, and has to kill all other soldiers. Each soldier killed will become a Hidden themselves, and the Hidden team have unlimited lives. The first Hidden will always spawn with a grenade.&lt;br /&gt;
&lt;br /&gt;
The soldiers don't spawn with any of the special Hidden items like they do in The Hidden, however they do have the same gun loadouts, minus the tranquilizer loadout. Their goal is to survive until the timer runs out, before all of them become infected.&lt;br /&gt;
&lt;br /&gt;
==Push==&lt;br /&gt;
Two Teams compete with each other to either plant or diffuse bombs (slightly similar to SND). One team has to plant and prevent the other team from diffusing them. The second team has to defend bombsites and diffuse bombs.&lt;br /&gt;
&lt;br /&gt;
Both teams can respawn but the team planting bombs has a limited amount of &amp;quot;Tickets&amp;quot; (default set to 50) and their team will lose them for every player that dies. The team that plants bombs can also earn more Tickets for every bomb that explodes (default set to 25).&lt;br /&gt;
&lt;br /&gt;
The teams cannot buy their own weapons, and instead must choose a loadout in the spawn room. There can be a maximum of 7 different loadouts in the spawn room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Planting and Diffusing'''&lt;br /&gt;
----Arming the bomb requires you to spin the pin and pull down. Then plant in one of the bomb outlines and the countdown will start.&lt;br /&gt;
&lt;br /&gt;
Diffusing the bomb requires you to spin the rod and pull outwards (away from the bomb). The bomb will be diffused and the countdown will stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instructions to arm and diffuse the bomb can also be found in the spawn room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bomb's default explode time is one minute.&lt;br /&gt;
&lt;br /&gt;
==Prop Hunt==&lt;br /&gt;
&lt;br /&gt;
One team consists of players who can transform into various props and try to blend in, and the other team consists of soldiers trying to hunt these props down. Props will automatically taunt at fixed intervals (The length between taunts varies depending on the map), and there's a timer on your scoreboard which shows how long you have left to taunt. You can also manually taunt using your buy menu button, which will reset the auto-taunt timer.&lt;br /&gt;
&lt;br /&gt;
As a soldier, you lose 5 health for every non-player prop you shoot, so try to only shoot props that you believe are players. You also gain a small amount of health upon killing a player prop.&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=925</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=925"/>
		<updated>2023-10-28T03:22:24Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: /* Materials &amp;amp; Physical Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Shack &amp;amp; PC Engine&lt;br /&gt;
!Legacy PC Engine&lt;br /&gt;
|-&lt;br /&gt;
|Unreal Engine 5.1.1&lt;br /&gt;
|Unreal Engine 4.21.x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1&lt;br /&gt;
&lt;br /&gt;
UE4.21.x modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window) if you're on UE5.1.1.&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside of the editor before building is inaccurate. To see how it'll really look like in game, click the &amp;quot;Build&amp;quot; tab and click either &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume. They're useful whenever using materials with normal textures.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can get textures from these websites:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free (barely any free textures)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Material Instances are not required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended to be used on Pavlov VR.&lt;br /&gt;
&lt;br /&gt;
For Pavlov Shack, textures should be 512x512 as they'll get down-scaled at any other texture size higher than it.&lt;br /&gt;
&lt;br /&gt;
Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''BEFORE UPLOADING:'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to e playable on. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
=== UE4.21.x ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Deployment Tab&amp;quot;. Press Submit. Building your map will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open steamcommunity.com.&lt;br /&gt;
&lt;br /&gt;
Login to your account and click on your profile. Open workshop items and find your map. When you're ready, set your map's visibility to public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your map is now uploaded.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Getting_Started&amp;diff=924</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Getting_Started&amp;diff=924"/>
		<updated>2023-10-28T03:19:17Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: reworked the entire getting started page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Shack &amp;amp; PC Engine&lt;br /&gt;
!Legacy PC Engine&lt;br /&gt;
|-&lt;br /&gt;
|Unreal Engine 5.1.1&lt;br /&gt;
|Unreal Engine 4.21.x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
* Starter Content&lt;br /&gt;
*Engine Source&lt;br /&gt;
*Android (needed for shack)&lt;br /&gt;
*Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1&lt;br /&gt;
&lt;br /&gt;
UE4.21.x modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
#Agree with the Mod.io TOS.&lt;br /&gt;
#Enter your Email Address.&lt;br /&gt;
#Open your Email and paste the code from the Email to the Editor (request another if you need it).&lt;br /&gt;
#You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&lt;br /&gt;
== Creating your Map==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window) if you're on UE5.1.1.&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description &lt;br /&gt;
!Example &lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change) &lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
| UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
| Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map. &lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
| This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
====Pavlov Game Logic====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class&lt;br /&gt;
|to &lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
| Player Info Class&lt;br /&gt;
|to &lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.&lt;br /&gt;
====Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID &lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
| Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special &lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID. &lt;br /&gt;
|}When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
====Migrate maps to Modkit====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
==Mandatory Entities==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
====Lights====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside of the editor before building is inaccurate. To see how it'll really look like in game, click the &amp;quot;Build&amp;quot; tab and click either &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
====Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume. They're useful whenever using materials with normal textures.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
====Bomb Plants====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
====KOTH====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
====Materials &amp;amp; Physical Materials====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can get textures from these websites:&lt;br /&gt;
*https://ambientcg.com/&lt;br /&gt;
*https://polyhaven.com/textures&lt;br /&gt;
*https://www.textures.com/free (barely any free textures)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Material Instances are not required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended to be used on Pavlov VR.&lt;br /&gt;
&lt;br /&gt;
For Pavlov Shack, textures should be 512x512 as they'll get down-scaled at any other texture size higher than it.&lt;br /&gt;
&lt;br /&gt;
Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
====Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
====Blocking &amp;amp; Kill Volumes====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry.&lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs.&lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it.&lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
====Ladders====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.&lt;br /&gt;
==Uploading &amp;amp; Testing your Map==&lt;br /&gt;
'''BEFORE UPLOADING:'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
===UE5.1.1===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to e playable on.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack&lt;br /&gt;
|}Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
===UE4.21.x===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Deployment Tab&amp;quot;. Press Submit. Building your map will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open steamcommunity.com.&lt;br /&gt;
&lt;br /&gt;
Login to your account and click on your profile. Open workshop items and find your map. When you're ready, set your map's visibility to public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your map is now uploaded.&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
| Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
| Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;. &lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame. &lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
| Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
| I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789. &lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
| Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
| Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ty for reading!&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=923</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=923"/>
		<updated>2023-10-28T03:01:57Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: /* Materials &amp;amp; Physical Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Shack &amp;amp; PC Engine&lt;br /&gt;
!Legacy PC Engine&lt;br /&gt;
|-&lt;br /&gt;
|Unreal Engine 5.1.1&lt;br /&gt;
|Unreal Engine 4.21.x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1&lt;br /&gt;
&lt;br /&gt;
UE4.21.x modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window) if you're on UE5.1.1.&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside of the editor before building is inaccurate. To see how it'll really look like in game, click the &amp;quot;Build&amp;quot; tab and click either &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can get textures from these websites:&lt;br /&gt;
&lt;br /&gt;
* https://ambientcg.com/&lt;br /&gt;
* https://polyhaven.com/textures&lt;br /&gt;
* https://www.textures.com/free (barely any free textures)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Material Instances are not required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended to be used on Pavlov VR.&lt;br /&gt;
&lt;br /&gt;
For Pavlov Shack, textures should be 512x512 as they'll get down-scaled at any other texture size higher than it.&lt;br /&gt;
&lt;br /&gt;
Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''BEFORE UPLOADING:'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to e playable on. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
=== UE4.21.x ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Deployment Tab&amp;quot;. Press Submit. Building your map will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open steamcommunity.com.&lt;br /&gt;
&lt;br /&gt;
Login to your account and click on your profile. Open workshop items and find your map. When you're ready, set your map's visibility to public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your map is now uploaded.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Gamemodes&amp;diff=922</id>
		<title>Gamemodes</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Gamemodes&amp;diff=922"/>
		<updated>2023-10-28T02:43:50Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: added commas :skull:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==Deathmatch==&lt;br /&gt;
&lt;br /&gt;
Team-less free for all against everyone on the server. You have access to every modern weapon via the buy wheel. To win you must have the most kills by the time the timer runs out. &lt;br /&gt;
&lt;br /&gt;
==Gun Game==&lt;br /&gt;
&lt;br /&gt;
Each player spawns with an M249. Once a player receives a kill with the weapon, the next weapon in the list spawns in their hand and they must earn a kill with it. This process continues until a player has killed another player with the knife. There are 26 gun levels.&lt;br /&gt;
&lt;br /&gt;
This is a free-for-all mode, so players are encouraged to kill anyone they see.&lt;br /&gt;
&lt;br /&gt;
Players cannot buy in this game-mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The upgrade list goes as follows:&lt;br /&gt;
*1: M249&lt;br /&gt;
*2: Saiga-12&lt;br /&gt;
*3: M4A1&lt;br /&gt;
*4: AK-47&lt;br /&gt;
*5: AUG A3&lt;br /&gt;
*6: FAMAS F1&lt;br /&gt;
*7: P90&lt;br /&gt;
*8: UMP-45&lt;br /&gt;
*9: PP-19 Bizon-2&lt;br /&gt;
*10: MP5-N&lt;br /&gt;
*11: Mini-UZI&lt;br /&gt;
*12: Barrett M99&lt;br /&gt;
*13: AWP&lt;br /&gt;
*14: G3/SG1&lt;br /&gt;
*15: Kar98k&lt;br /&gt;
*16: SPAS-12&lt;br /&gt;
*17: M590&lt;br /&gt;
*18: Sawed Off Shotgun&lt;br /&gt;
*19: Desert Eagle&lt;br /&gt;
*20: Revolver&lt;br /&gt;
*21: Five-Seven&lt;br /&gt;
*22: TEC-9 &lt;br /&gt;
*23: Beretta M9&lt;br /&gt;
*24: Glock 18C&lt;br /&gt;
*25: M1911A1&lt;br /&gt;
*26: Knife&lt;br /&gt;
&lt;br /&gt;
==WW2 Gun Game==&lt;br /&gt;
&lt;br /&gt;
Same as Gun Game, but with WW2 weapons instead of modern weapons.&lt;br /&gt;
&lt;br /&gt;
==One in the Chamber==&lt;br /&gt;
&lt;br /&gt;
A special version of Deathmatch. Every player spawns with a Golden Deagle that has one single bullet. Each bullet instantly kills another player, and every kill awards one bullet. &lt;br /&gt;
&lt;br /&gt;
So if you miss, you're out of ammo completely. However you have a knife as a backup, and can attempt to get a kill and another bullet. You can use the knife over and over again to gain plenty of ammunition. However, If you die, you get reset back to one bullet, so be careful.&lt;br /&gt;
&lt;br /&gt;
You can shoot 2 bullets without reloading by putting a mag in so the chamber has a bullet in it and putting in a new mag with its own bullet.&lt;br /&gt;
&lt;br /&gt;
==Search and Destroy==&lt;br /&gt;
'''&amp;lt;big&amp;gt;NOTE: Proning is currently disabled in SND for balancing reasons.&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The ''Search and Destroy'' game mode consists of 2 minute rounds. Players have one life per round. The &amp;quot;Terrorists&amp;quot; have the objective of planting the bomb at one of the bombsites, while the &amp;quot;Counter Terrorists&amp;quot; need to defend the bomb locations or defuse the bomb. You can also win a round by killing all enemies. Counter-Terrorists will still need to defuse the bomb after all the Terrorists are dead. First team to 10 wins wins the game. The max amount of rounds in SND is 19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Arming and Defusing'''&lt;br /&gt;
----'''''Terrorists:''''' To arm the bomb, 4 digits are required to be input onto the Number Pad in the correct sequence. The numbers on the top left LCD screen on the bomb shows the sequence of digits that need to be pressed. An incorrect number will reset the sequence.  Once armed, a green light will glow indicating that the bomb is ready to be planted. Now, place it on the Bomb outline at a bombsite to start the timer. Failing to put the Bomb on the outline within roughly 5 seconds, the bomb will reset, requiring you to re-input the code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Counter-Terrorists:''''' Defusing the bomb requires 8 digits to be input onto the Number Pad. Counter-Terrorists may purchase Wire Cutters for $800, which allows a bomb to be defused by clipping the 3 wires on top of the bomb.&lt;br /&gt;
&lt;br /&gt;
'''Money'''&lt;br /&gt;
----All players start the game with $900.&lt;br /&gt;
&lt;br /&gt;
Players are awarded money based on their team performance, losing streaks will increase the amount of money received:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Loss Bonus: $2200&lt;br /&gt;
&lt;br /&gt;
Win Bonus: $3250&lt;br /&gt;
&lt;br /&gt;
Plant Bonus (T ONLY): $500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Kill Bonuses can be found here: [[Weapons|Kill Bonuses]]&lt;br /&gt;
&lt;br /&gt;
Each kill a player receives depends on the weapon used as well as attachments on the weapon.&lt;br /&gt;
&lt;br /&gt;
Players receive round win/loss bonus regardless of whether or not players survived the round. This differs from Counter Strike where Terrorists get no loss bonus if they lived without planting the bomb.&lt;br /&gt;
&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
----Terrorists and Counter-Terrorists have different pools of weapons assigned to them. The weapon pool goes as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Heavy&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700&lt;br /&gt;
|$1600&lt;br /&gt;
|AWP&lt;br /&gt;
|$2200&lt;br /&gt;
|-&lt;br /&gt;
|SKS &lt;br /&gt;
|$2500&lt;br /&gt;
|SCAR 20s&lt;br /&gt;
|$3500&lt;br /&gt;
|-&lt;br /&gt;
|Barret M99&lt;br /&gt;
|$4800&lt;br /&gt;
|Barret M99&lt;br /&gt;
|$4800&lt;br /&gt;
|-&lt;br /&gt;
|PKM&lt;br /&gt;
|$3500&lt;br /&gt;
|FN M249 Saw&lt;br /&gt;
|$3000&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun&lt;br /&gt;
|$1500&lt;br /&gt;
|Shotgun&lt;br /&gt;
|$1500&lt;br /&gt;
|-&lt;br /&gt;
|Drum Shotgun&lt;br /&gt;
|$4200&lt;br /&gt;
|Auto-Shotgun&lt;br /&gt;
|$1800&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off&lt;br /&gt;
|$1000&lt;br /&gt;
|Sawed-Off&lt;br /&gt;
|$1000&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SMGs&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|PP-Bizon&lt;br /&gt;
|$1200&lt;br /&gt;
|UMP&lt;br /&gt;
|$1200&lt;br /&gt;
|-&lt;br /&gt;
|AK-Shorty&lt;br /&gt;
|$1600&lt;br /&gt;
|AR9 &lt;br /&gt;
|$1400&lt;br /&gt;
|-&lt;br /&gt;
|Vector&lt;br /&gt;
|$1550&lt;br /&gt;
|P90&lt;br /&gt;
|$1700&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|$950&lt;br /&gt;
|MP5&lt;br /&gt;
|$1600&lt;br /&gt;
|-&lt;br /&gt;
|VSS&lt;br /&gt;
|$2200&lt;br /&gt;
|UZI&lt;br /&gt;
|$950&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rifles&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|AK47&lt;br /&gt;
|$2500&lt;br /&gt;
|G3&lt;br /&gt;
|$2500&lt;br /&gt;
|-&lt;br /&gt;
|AK12&lt;br /&gt;
|$2600&lt;br /&gt;
|M4&lt;br /&gt;
|$2700&lt;br /&gt;
|-&lt;br /&gt;
|Galil SAR&lt;br /&gt;
|$2300&lt;br /&gt;
|FAMAS&lt;br /&gt;
|$2300&lt;br /&gt;
|-&lt;br /&gt;
|AUG&lt;br /&gt;
|$2300&lt;br /&gt;
|M16&lt;br /&gt;
|$2300&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Gear&lt;br /&gt;
----&lt;br /&gt;
!Item&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|Kevlar Vest&lt;br /&gt;
|$650&lt;br /&gt;
|-&lt;br /&gt;
|Kevlar Vest + Helmet&lt;br /&gt;
|$1000&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang&lt;br /&gt;
|$200&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade&lt;br /&gt;
|$300&lt;br /&gt;
|-&lt;br /&gt;
|Grenade&lt;br /&gt;
|$600&lt;br /&gt;
|-&lt;br /&gt;
|Wire Cutters (CT ONLY)&lt;br /&gt;
|$800&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
|$100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Attachments|Upgrades]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pistols&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|$650&lt;br /&gt;
|Glock-18&lt;br /&gt;
|$650&lt;br /&gt;
|-&lt;br /&gt;
|Five-Seven&lt;br /&gt;
|$500&lt;br /&gt;
|Five-Seven&lt;br /&gt;
|$500&lt;br /&gt;
|-&lt;br /&gt;
|1911&lt;br /&gt;
|$200&lt;br /&gt;
|1911&lt;br /&gt;
|$200&lt;br /&gt;
|-&lt;br /&gt;
|Berretta&lt;br /&gt;
|$250&lt;br /&gt;
|Berretta&lt;br /&gt;
|$250&lt;br /&gt;
|-&lt;br /&gt;
|Revolver&lt;br /&gt;
|$800&lt;br /&gt;
|Revolver&lt;br /&gt;
|$800&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|$800&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|$800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Team Deathmatch==&lt;br /&gt;
&lt;br /&gt;
Two Teams (NATO and Russians) are pitted against each other with the goal of getting the most kills with '''modern weapons''' before the game ends. Spawn times are short and players may purchase weapons until they move too far away from where they spawned.&lt;br /&gt;
&lt;br /&gt;
Players start with a random weapon and $4900. Kills reward $300 and respawning rewards $4000. Any weapon purchased will disable random weapons. When respawning, anything you're carrying on your vest when you died will still be with you. &lt;br /&gt;
&lt;br /&gt;
Team-Killing, and committing suicide rewards &amp;lt;code&amp;gt;-4 points&amp;lt;/code&amp;gt; to the player. This doesn't reward the other team with an assist if they (or you) were hit earlier. Dying doesn't affect points.&lt;br /&gt;
&lt;br /&gt;
Getting an assist rewards &amp;lt;code&amp;gt;1 point&amp;lt;/code&amp;gt; and killing an enemy rewards &amp;lt;code&amp;gt;2 points&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==WW2 Team Deathmatch (TANKTDM)==&lt;br /&gt;
&lt;br /&gt;
Two Teams (Germans and Americans) are pitted against each other with the goal of getting the most kills with '''WW&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; weapons''' before the game ends. Tanks are accessible in this gamemode and loot crates will occasionally drop somewhere in the map. Spawn times are short and players may purchase weapons until they move too far away from where they spawned.&lt;br /&gt;
&lt;br /&gt;
Players start with a random weapon and $4900. Kills reward $300 and respawning rewards $4000. Any weapon purchased will disable random weapons. When respawning, anything you're carrying on your vest when you died will still be with you. &lt;br /&gt;
&lt;br /&gt;
Team-Killing, and committing suicide rewards &amp;lt;code&amp;gt;-4 points&amp;lt;/code&amp;gt; to the player. This doesn't reward the other team with an assist if they (or you) were hit earlier. Dying doesn't affect points.&lt;br /&gt;
&lt;br /&gt;
Getting an assist rewards &amp;lt;code&amp;gt;1 point&amp;lt;/code&amp;gt; and killing an enemy rewards &amp;lt;code&amp;gt;2 points&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==King of the Hill==&lt;br /&gt;
&lt;br /&gt;
Two Teams (Germans &amp;amp; Americans) compete to gather the most points from an objective. Players fight against each other with '''WW&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; weapons'''. Inside an objective, it'll usually have a loot crate inside containing useful weapons and throwables. To capture the objective, a player needs to be inside of the objective ring. In some KOTH maps, the objective will occasionally move after a period of time. &lt;br /&gt;
&lt;br /&gt;
==TTT==&lt;br /&gt;
&lt;br /&gt;
TTT has a variety of roles under the following four categories, Innocents (Detective, Tank, Sheriff, Innocent, Mercenary, Survivalist, Glitch, Soulmate), Traitors (Traitor, Assassin, Hypnotizer), Solo roles (Psychopath, Lone Wolf), and the Unique roles (Soulmate, Zombie). Roles given to players are randomized. Innocents far outnumber the traitors, and need to kill all antagonist roles. Solos are one of a kind, and can only win if they are the last player remaining. Traitors have to kill all other teams. Unique roles have special jobs to do, Zombies must be the only team remaining while soulmate must survive with their soul-link teammate.&lt;br /&gt;
&lt;br /&gt;
Failure to commit to your roles may reduce your karma, if you kill anyone you're not supposed to. Achieve too low of karma and you'll be kicked from the game.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Detective roles (Allied with Innocents):&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Items&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T DetectiveIcon.png|frameless|20x20px]] Detective   &lt;br /&gt;
|A weight has been placed on your shoulders.&lt;br /&gt;
You have a gaggle of mouthy individuals in your town and they all claim to take no part in this.&lt;br /&gt;
Someone is lying, maybe more.&lt;br /&gt;
Thankfully, the department has issued you a plethora of instruments to aid in the defense of your peoples (even if you don't particularly like them).&lt;br /&gt;
|You spawn with a DNA scanner and a pipe.The DNA scanner can scan dead bodies and dropped items, scanning either will give you a radar-like ping to show you who the DNA belongs to.&lt;br /&gt;
The pipe does nothing, but makes you look cooler.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T SheriffIcon.png|frameless|20x20px]] Sheriff&lt;br /&gt;
|You're here to enact arrests, not executions.&lt;br /&gt;
|You spawn with a taser and handcuffs. Arresting someone will make them drop their weapons.&lt;br /&gt;
Tasers have 2 shots and can arrest from a distance, the taser also does a little bit of damage and makes someone unable to move for a few seconds.&lt;br /&gt;
The handcuffs arrest someone without dealing damage and doesn't immobilize them, using them is a risky move but can save you some karma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T TankIcon.png|frameless|20x20px]] Tank&lt;br /&gt;
|In a physical sense, you're a tank, you spawn with body armor and extra damage resistance on top of that.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Innocent roles (Allied with Detectives):&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T InnocentIcon.png|frameless|20x20px]] Innocent &lt;br /&gt;
|You didn't do anything wrong, and there's no reason to start now. Just survive as long as you can. Maybe you can help, but you must be certain you're hurting the antagonist(s).&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T MercenaryIcon.png|frameless|20x20px]] Mercenary &lt;br /&gt;
|You have 1 credit to buy an item with, and can only gain more by looting bodies that have credits.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T SurvivalistIcon.png|frameless|20x20px]] Survivalist &lt;br /&gt;
|You start with no credits, but can loot credits from dead bodies of detectives, mercenaries, or traitors to spend in your buy menu.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T GlitchIcon.png|frameless|20x20px]] Glitch &lt;br /&gt;
|You appear with a red T above your head to traitors, but you're actually innocent. They can still see you're not a T if they look at the scoreboard or don't see the T above your head through the environment, so watch out.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Solo roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T JesterIcon.png|frameless|20x20px]] Jester &lt;br /&gt;
|Your goal is to have any Innocent or Innocent-allied player kill you, whilst at least one antagonist (traitors/any solo role) is still alive. If you are killed you come back to life as a psychopath, see role below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While you're still alive you can contribute to the game by killing antagonist roles. However, if you shoot a non-antagonist, the damage you deal will be reflected back onto you.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|Psychopath &lt;br /&gt;
|Your goal is to kill all other players, kind of like the Lone Wolf. However, everyone in the server knows you're the Psychopath and can see the icon above your head, and you're automatically given a radar to ping the location of all other players. The Psychopath also has the same level of damage resistance as the Tank. You don't have access to any buy menus.&lt;br /&gt;
|Spawns randomly on Shack&lt;br /&gt;
On PC, you must be killed as a Jester by an innocent to become a psychopath.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T LonwWolfIcon.png|frameless|20x20px]] Lone Wolf    &lt;br /&gt;
|Your goal is to be the last man standing and kill everyone else in the round, if there are 2 lone wolves, you must kill each other to win. The Lone Wolf will also have 2 credits and access to a special buy menu that combines parts of the traitor's and detective's buy menu.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Traitor roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T TraitorIcon.png|frameless|20x20px]] Traitor&lt;br /&gt;
|These innocents aren't your friends. They must be eliminated carefully. There is more of them than there are of you, so stealth is the key. You have many tools at your disposal but you're funds are limited. See another red T above a player's head? They're on your side, but keep communication on the down-low.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T AssassinIcon.png|frameless|20x20px]] Assassin     &lt;br /&gt;
|You spawn with a list of targets, and if you kill them all you instantly win. Winning as the assassin counts as a win for both traitors and assassins. If a player on your target list is killed by another player, or if you kill someone who's not on your list, you can no longer win as the assassin. If a target leaves the game you will lose a target but can still win by killing your remaining targets. However you can still win as a traitor and help your team.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Hypnotist&lt;br /&gt;
|You spawn with a gadget on your chest called the Hypnotizer, use it on a dead innocent to bring them back to life and make them a traitor.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Unique roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Soulmate &lt;br /&gt;
|You spawn with a name (or 2) on your wrist, you must keep the listed person(s) alive. Their job is to play their role and keep you alive with them. If either of you die then the other soul-linked person will also die.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|Zombie&lt;br /&gt;
|You spawn solo but can gain teammates with the reusable knife on your chest, stab someone with it and they become a zombie, you can kill whoever you want with your guns but they will not be made a zombie.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Zombies==&lt;br /&gt;
&lt;br /&gt;
You and your teammates must survive endless waves of zombies, the amount of zombies that spawn will go up every round until round 21 and on where the cap is 999 zombies, you cannot buy at anytime in this game-mode and when you respawn you will get a random weapon, head-shots are instant kills since zombies do not have armor. At the end if every round you may randomly get an attachment, painkillers, or a syringe.&lt;br /&gt;
&lt;br /&gt;
This game-mode is very hard because it's easy to get overwhelmed, but if you and your team work together it will work out just fine, just be weary of friendly fire!&lt;br /&gt;
&lt;br /&gt;
'''Shoving'''&lt;br /&gt;
&lt;br /&gt;
By using either your fists or your weapon, you are able to hit zombies to push them away, while seemingly useless, this may save your life in some situations. There are many ways you can use this to your advantage, whether it's pushing a zombie while running or saving a teammate, you can use this in most situations where shooting would cause more harm than it should.&lt;br /&gt;
&lt;br /&gt;
'''Painkillers and Syringe'''&lt;br /&gt;
&lt;br /&gt;
To use Painkillers, Hold the Trigger and it will open the bottle, tilt so painkillers are upside down and the pills start falling down, and aim near the head, this will heal you over time in 3 bursts. You do not need to take all of them, as a few will heal you, so take some, check health, then take more if necessary. If health is dangerously low, take the entire bottle. To use a syringe simply hold trigger while the needle is in someone and it will revive them, this can be used three times.&lt;br /&gt;
&lt;br /&gt;
'''Loot Crates'''&lt;br /&gt;
&lt;br /&gt;
After every wave, a crate will usually spawn, there are 6 types of crates that can spawn and 2 other upgraded versions of existing crates.&lt;br /&gt;
&lt;br /&gt;
*''Pistol Crates'' which spawn after wave 1 contain a Glock 18, Five-Seven, Revolver and a Deagle.&lt;br /&gt;
&lt;br /&gt;
*''SMG Crates'' which spawn after wave 2 contain 2 UMP-45's, 1 Micro-UZI and a FAMAS, The SMG crate gets upgraded after wave 3 and it will spawn with 1 MP5-N, 1 Micro-UZI, 1 Painkiller and 1 Syringe.&lt;br /&gt;
&lt;br /&gt;
*''Rifle Crates'' can spawn any time after the SMG crate contain 2 AK-47's and 2 M4's, then just like the SMG crate the rifle crate gets an upgrade, now spawning with 1 Syringe, 1 Pain-killer, 1 AK-47 and 1 M4. &lt;br /&gt;
&lt;br /&gt;
*''Mixed Crates'' can spawn instead of the SMG crate, it contains 1 Kar98, 1 M590, 1 UMP-45 and 1 Micro-UZI.&lt;br /&gt;
&lt;br /&gt;
*''Heavy Crates'' spawn with 1 M249, 1 Saiga-12, 1 Spas-12 and 1 G3 Semi-Automatic battle rifle.&lt;br /&gt;
&lt;br /&gt;
*''Attachment Crates'' spawn with 2 Sights, 1 Suppressor, 1 Grip.&lt;br /&gt;
&lt;br /&gt;
'''Meta'''&lt;br /&gt;
&lt;br /&gt;
There are many places in maps where zombies cannot go, you can easily take advantage of some of these places and camp for as long as you want! You could also carry 2 saiga-12s or 2 m249s, one on your back and one in your hand, making an easy switch without the trouble of reloading, great for tight situations.&lt;br /&gt;
&lt;br /&gt;
==The Hidden (aka Hide)==&lt;br /&gt;
&lt;br /&gt;
One team consists of 1-4 powerful players who are 99% invisible, has blades attached to their arms, moves fast, can jump and grab onto ledges, can see through walls, and can heal by stabbing dead bodies. The other team is full of soldiers who have to either kill the monsters or survive until the timer runs out. Throughout the duration of a round, there are objectives that soldiers can work together to capture by occupying them. Once captured, the monster will groan in agony and it's visibility will be increased. Soldiers have access to special items such as tripwire alarms, adrenaline shots, bandages, and special flashbangs that only affect the monsters and not your fellow teammates. A soldier will normally spawn with 4 different items: A primary weapon, a sidearm, and two miscellaneous items like a flashbang, bandage, adrenaline, or tripwire.&lt;br /&gt;
&lt;br /&gt;
This mode has a scaling number of monsters. With less than 10 players, only one monster will spawn. At 10 players, 2 monsters will spawn. At 16 players, 3 monsters will spawn. And at 22 players, 4 monsters will spawn.&lt;br /&gt;
&lt;br /&gt;
Tripwire alarms will show a blue line that, when a monster passes through them, will beep and explode, damaging nearby monsters and soldiers. Adrenaline shots can be used once and will give you a temporary speed boost and 20 health as a shield that you will lose when the effect wears off. Tear and use the trigger to use bandages which will heal you by 33 health, and flashbangs will temporarily blind the monster and cause it to make a noise that can be heard by soldiers to find it's location. It's best to throw flashbangs high into the air as the effects (at least the noise the monster makes when affected) will work on any monster that isn't blocked by objects between where the flashbang goes off and where the monster is.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
&lt;br /&gt;
One team consists of visible Hiddens, the powers of which are the same as above but without any invisibility. At the start of a round, one random player is selected as the Hidden, and has to kill all other soldiers. Each soldier killed will become a Hidden themselves, and the Hidden team have unlimited lives. The first Hidden will always spawn with a grenade.&lt;br /&gt;
&lt;br /&gt;
The soldiers don't spawn with any of the special Hidden items like they do in The Hidden, however they do have the same gun loadouts, minus the tranquilizer loadout. Their goal is to survive until the timer runs out, before all of them become infected.&lt;br /&gt;
&lt;br /&gt;
==Push==&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;This game mode is currently only playable on dedicated servers.&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two Teams compete with each other to either plant or diffuse bombs (slightly similar to SND). One team has to plant and prevent the other team from diffusing them. The second team has to defend bombsites and diffuse bombs.&lt;br /&gt;
&lt;br /&gt;
Both teams can respawn but the team planting bombs has a limited amount of &amp;quot;Tickets&amp;quot; (default set to 50) and their team will lose them for every player that dies. The team that plants bombs can also earn more Tickets for every bomb that explodes (default set to 25).&lt;br /&gt;
&lt;br /&gt;
The teams cannot buy their own weapons, and instead must choose a loadout in the spawn room. There can be a maximum of 7 different loadouts in the spawn room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Planting and Diffusing'''&lt;br /&gt;
----Arming the bomb requires you to spin the pin and pull down. Then plant in one of the bomb outlines and the countdown will start.&lt;br /&gt;
&lt;br /&gt;
Diffusing the bomb requires you to spin the rod and pull outwards (away from the bomb). The bomb will be diffused and the countdown will stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instructions to arm and diffuse the bomb can also be found in the spawn room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bomb's default explode time is one minute.&lt;br /&gt;
&lt;br /&gt;
==Prop Hunt==&lt;br /&gt;
&lt;br /&gt;
One team consists of players who can transform into various props and try to blend in, and the other team consists of soldiers trying to hunt these props down. Props will automatically taunt at fixed intervals (The length between taunts varies depending on the map), and there's a timer on your scoreboard which shows how long you have left to taunt. You can also manually taunt using your buy menu button, which will reset the auto-taunt timer.&lt;br /&gt;
&lt;br /&gt;
As a soldier, you lose 5 health for every non-player prop you shoot, so try to only shoot props that you believe are players. You also gain a small amount of health upon killing a player prop.&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
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		<updated>2023-10-26T04:11:44Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;step 3&lt;/div&gt;</summary>
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	</entry>
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		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=File:MODioTutorial.2(PLS_EDIT).png&amp;diff=920"/>
		<updated>2023-10-26T04:11:15Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;step 2&lt;/div&gt;</summary>
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	</entry>
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		<updated>2023-10-26T03:09:19Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;step 1&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
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		<title>User:ZXCubed</title>
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		<updated>2023-10-20T11:42:39Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: totally a minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Shack &amp;amp; PC Engine&lt;br /&gt;
!Legacy PC Engine&lt;br /&gt;
|-&lt;br /&gt;
|Unreal Engine 5.1.1&lt;br /&gt;
|Unreal Engine 4.21.x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1&lt;br /&gt;
&lt;br /&gt;
UE4.21.x modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Agree with the Mod.io TOS.&lt;br /&gt;
# Enter your Email Address.&lt;br /&gt;
# Open your Email and paste the code from the Email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window) if you're on UE5.1.1.&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside of the editor before building is inaccurate. To see how it'll really look like in game, click the &amp;quot;Build&amp;quot; tab and click either &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Material Instances are not required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended to be used on Pavlov VR.&lt;br /&gt;
&lt;br /&gt;
For Pavlov Shack, textures should be 512x512 as they'll get down-scaled at any other texture size higher than it.&lt;br /&gt;
&lt;br /&gt;
Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''BEFORE UPLOADING:'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to e playable on. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
=== UE4.21.x ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Deployment Tab&amp;quot;. Press Submit. Building your map will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open steamcommunity.com.&lt;br /&gt;
&lt;br /&gt;
Login to your account and click on your profile. Open workshop items and find your map. When you're ready, set your map's visibility to public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your map is now uploaded.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=917</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=917"/>
		<updated>2023-10-20T06:43:52Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: totally a minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the getting started page but better :3&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Shack &amp;amp; PC Engine&lt;br /&gt;
!Legacy PC Engine&lt;br /&gt;
|-&lt;br /&gt;
|Unreal Engine 5.1.1&lt;br /&gt;
|Unreal Engine 4.21.x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1&lt;br /&gt;
&lt;br /&gt;
UE4.21.x modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Enter Username and Password from Mod.io&lt;br /&gt;
# Open your Email and paste the code from the email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window) if you're on UE5.1.1.&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lighting you see inside of the editor before building is inaccurate. To see how it'll really look like in game, click the &amp;quot;Build&amp;quot; tab and click either &amp;quot;Build All Levels&amp;quot; or &amp;quot;Build Lighting Only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent your weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Material Instances are not required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended to be used on Pavlov VR.&lt;br /&gt;
&lt;br /&gt;
For Pavlov Shack, textures should be 512x512 as they'll get down-scaled at any other texture size higher than it.&lt;br /&gt;
&lt;br /&gt;
Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''BEFORE UPLOADING:'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to e playable on. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
=== UE4.21.x ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Deployment Tab&amp;quot;. Press Submit. Building your map will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open steamcommunity.com.&lt;br /&gt;
&lt;br /&gt;
Login to your account and click on your profile. Open workshop items and find your map. When you're ready, set your map's visibility to public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your map is now uploaded.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Getting_Started&amp;diff=916</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Getting_Started&amp;diff=916"/>
		<updated>2023-10-20T03:58:33Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: redirect to my user page for up to date ver.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NOTE : THIS PAGE IS CURRENTLY BEING REWORKED. To go to the up-to date version of this page, go to [[User:ZXCubed|this page.]]'''&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Download Unreal Engine ==&lt;br /&gt;
[[File:UE4 Editor.png|thumb|The default layout of the UE4 Editor]]&lt;br /&gt;
1. Register an Unreal Engine Account and download the Unreal Engine Launcher at [https://www.unrealengine.com/ UnrealEngine.com] &amp;lt;br /&amp;gt;&lt;br /&gt;
2. Once you have downloaded and installed the launcher you need to login with the Account you just created. &amp;lt;br /&amp;gt;&lt;br /&gt;
3. Go to the &amp;quot;Unreal Engine&amp;quot; Tab and select &amp;quot;Library&amp;quot; on the left. '''(DO NOT press &amp;quot;Install Engine&amp;quot; as this will install the latest Engine build.)''' &amp;lt;br /&amp;gt;&lt;br /&gt;
4. In the Libraries window press the '''&amp;quot;+ Add Engine Version&amp;quot;''', select your '''Engine Version''' and press on the yellow '''&amp;quot;Install&amp;quot;''' Button. Specify the installation path and continue. &amp;lt;br /&amp;gt;&lt;br /&gt;
5. The engine will now download and install. Wait for it to finish and proceed with the next step.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Engine Version'''&lt;br /&gt;
|'''Branch'''&lt;br /&gt;
|-&lt;br /&gt;
|'''UE4.21.x'''&lt;br /&gt;
|PC/Shack Main Branch&lt;br /&gt;
|-&lt;br /&gt;
|'''UE5.1.x'''&lt;br /&gt;
|PC Beta/Shack RC Branch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:If you need further instructions on how to create an Unreal Engine Account and installing the engine please visit [https://docs.unrealengine.com/latest/INT/GettingStarted/Installation/index.html#bookmark1 the official Unreal Engine Documentation &amp;quot;Installing UE4&amp;quot; website]&lt;br /&gt;
&lt;br /&gt;
== Download the PavlovVR ModKit (Workshop Tools) ==&lt;br /&gt;
1. You can download Modkit from the [https://github.com/vankruptgames/PavlovVR-ModKit Pavlov Modkit Github]. &amp;lt;br /&amp;gt;&lt;br /&gt;
2. PC and Shack RC share a Modkit branch. Click near the top left on &amp;quot;master&amp;quot; and select either the 4.21(Shack Live) or the 5.1.1(PC Beta/Shack RC) branch. &amp;lt;br /&amp;gt;&lt;br /&gt;
3. Select the green &amp;quot;Code&amp;quot; drop down button and then select &amp;quot;Download ZIP&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== Setting up a new project ==&lt;br /&gt;
[[File:Setup_Example.png|thumb|Setup Example]]&lt;br /&gt;
1. Extract the &amp;quot;Pavlov.uproject&amp;quot; file, &amp;quot;Config&amp;quot; folder, and &amp;quot;Plugins&amp;quot; folder from the downloaded &amp;quot;PavlovVR-ModKit-master.zip&amp;quot; to your Unreal Project folder (Example: C:\My Documents\Unreal Projects\*ProjectNameHere*\*ExtractedFiles*) &amp;lt;br /&amp;gt;&lt;br /&gt;
:NOTE: '''Do not rename the Pavlov.uproject.''' &amp;lt;br /&amp;gt;&lt;br /&gt;
2. Are you creating a Pavlov PC map or Pavlov Shack (quest) map? &amp;lt;br /&amp;gt;&lt;br /&gt;
:'''[Pavlov PC]''' Steam should be open and logged into an Account that owns Pavlov. Completely close and reopen your Epic Games Launcher and open the Pavlov project from the Libraries tab. &amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
:'''[Pavlov Shack]''' Do not open steam, or logout / put it in offline mode.  When you launch into UE4 editor, it should ask you if you are making a Shack Mod, answer yes.  Highly recommend following Junt's tutorial - as he goes into a variety of useful areas:  https://www.youtube.com/watch?v=dWMxWHxCa4U&lt;br /&gt;
3. Wait for the Editor to load (The first time you open UE4, expect it to hang at 45% for about an hour.) &amp;lt;br /&amp;gt;&lt;br /&gt;
4. In the UE4 Editor, the first thing you have to do is to go to &amp;quot;Window&amp;quot; and select &amp;quot;Pavlov Workshop&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
5. In the Pavlov Workshop window - there are differences based on Pavlov PC and Pavlov Shack maps.&lt;br /&gt;
:'''[Pavlov PC]'''Press the &amp;quot;Create New&amp;quot; button '''once''' and wait for it to finish. This will create a new and unique UGCXXXXX folder inside the *ProjectNameHere*\Content\CustomMaps folder. Close the window. &amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
:'''[Pavlov Shack]''' On the setup tab, the map file name follows convention &amp;lt;creator&amp;gt;_&amp;lt;mapname&amp;gt;.  Eg. John_PoolDay for example. This will also create a new and unique SVR_&amp;lt;map name&amp;gt; folder inside the *ProjectNameHere*\Content\CustomMaps folder. Close the window. &amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
:NOTE: [Both PC and Shack] '''ALL Assets need to be inside the map folder (UGCXXXXX or SVR_YYYY_ZZZZ)''' otherwise those assets will not be included in the map and won't work ingame later on. '''DO NOT rename or delete this folder'''. &amp;lt;br /&amp;gt;&lt;br /&gt;
6. Create a new Map asset by saving the Untitled template map anywhere inside the map folder. &amp;lt;br /&amp;gt;&lt;br /&gt;
7. Open the &amp;quot;Definition&amp;quot; file inside the map folder and enter a Label (Map Name) and reference the Map file you just saved. You can set a Thumbnail for the map by importing a 512x512 PNG Image file. Do not change the UGC ID. Under Compatibility you can set the gamemodes your map will support.  For shack, make sure CUSTOM is selected so it is created as a custom map. &amp;lt;br /&amp;gt;&lt;br /&gt;
:NOTE: '''Do not rename or delete the Definition file.''' &amp;lt;br /&amp;gt;&lt;br /&gt;
8. Press the Save button and close the window. &amp;lt;br /&amp;gt;&lt;br /&gt;
9. In the Modes window on the left of the screen, type &amp;quot;Pavlov&amp;quot; into the Search Classes field. &amp;lt;br /&amp;gt;&lt;br /&gt;
10. Drag and drop a Pavlov Game Logic object anywhere on the map. Place any additional gamemode assets you want as well. (There should already be 1 player spawn placed; you need at least 1 to play the map) &amp;lt;br /&amp;gt;&lt;br /&gt;
:NOTE: If the player spawn says &amp;quot;BAD SIZE&amp;quot;, it's too far into the floor and you will fall through the floor when you spawn. &amp;lt;br /&amp;gt;&lt;br /&gt;
11. Double click the Pavlov Game Logic object you just placed and in the Details tab select the Definition file. &amp;lt;br /&amp;gt;&lt;br /&gt;
12. Delete '''Player Start''' and '''Atmospheric Fog''' assets from map.  These assets do not work with Pavlov maps.  The player start will be replaced later with player spawns. &amp;lt;br /&amp;gt;&lt;br /&gt;
13. Go to File and press Save All. The map should now be ready to Stage or Deploy. &amp;lt;br /&amp;gt;&lt;br /&gt;
:TIP: Every time you open the project you will see a new unsaved, untitled template map. To make UE4 load straight into your actual map, go to Edit, select Project Settings, and in the Default Maps area reference your Map asset in the Editor Startup Map dropdown. &amp;lt;br /&amp;gt;&lt;br /&gt;
:TIP2: Each new project will have a setting enabled by default that will launch Steam VR upon opening the project. Disable this in Unreal via Edit &amp;gt; Plugins, left panel: Virtual Reality &amp;gt; Steam VR. Uncheck the box and restart Unreal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:For more information on how to develop a map and how Unreal Engine works, please visit [https://docs.unrealengine.com/latest/INT/GettingStarted/index.html the official Unreal Engine 4 Documentation &amp;quot;Getting Started&amp;quot; website] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Migrating an existing map from another UE4 Project ==&lt;br /&gt;
Make sure you followed all the previous steps before doing this. &amp;lt;br /&amp;gt;&lt;br /&gt;
1. Open the origin project with the Map you want to migrate. &amp;lt;br /&amp;gt;&lt;br /&gt;
2. Find your Map file in the Content Browser, right click on it, and select &amp;quot;Migrate...&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
3. You will see a folder tree with all the referenced files of the map. Press &amp;quot;OK&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
4. A Windows Explorer prompt will appear. Select the &amp;quot;Content&amp;quot; folder of your destination Project (Default path is \Users\*winuser*\My Documents\Unreal Projects\) and press &amp;quot;OK&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
5. Close the origin project and open the Pavlov project you just migrated to. &amp;lt;br /&amp;gt;&lt;br /&gt;
6. Move the migrated Map file and all the extra folders that came with it somewhere '''inside''' the UGCXXXXX folder. (Click the icon next to the &amp;quot;Seach Folders&amp;quot; field that toggles &amp;quot;Show the Sources Panel&amp;quot;. Drag and drop the folders/files inside this panel to move them around.) &amp;lt;br /&amp;gt;&lt;br /&gt;
7. Right click the Content root folder and select '''&amp;quot;Fix up redirectors&amp;quot;''' This will fix all the asset references so they are correctly pointing to each other within the UGCXXXXX folder. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:For more information on how to migrate Assets to other Projects, visit [https://docs.unrealengine.com/latest/INT/Engine/Content/Browser/UserGuide/Migrate/ the official Unreal Engine 4 Documentation &amp;quot;Migrating Assets&amp;quot; website] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities and their Configuration ==&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
&lt;br /&gt;
Pavlov VR only works with '''static baked lightning''' so you have to use a &amp;quot;Directional Light&amp;quot; entity with the '''&amp;quot;Mobility&amp;quot; set to &amp;quot;Static&amp;quot;''' &amp;lt;br /&amp;gt;&lt;br /&gt;
Use a &amp;quot;Skylight&amp;quot; Entity for a realistic outdoor lightning. It also '''needs to be set to &amp;quot;Static&amp;quot;'''. &amp;lt;br /&amp;gt;&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; to a value between 2-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can use as many &amp;quot;Point Lights&amp;quot; and &amp;quot;Spot Lights&amp;quot; as you like, as long as they're set to &amp;quot;static&amp;quot; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spawns===&lt;br /&gt;
&lt;br /&gt;
To be able to play your map, you need to have valid Spawnpoints. &amp;lt;br /&amp;gt;&lt;br /&gt;
Use the &amp;quot;Pavlov Spawn&amp;quot; Entities from the &amp;quot;All Classes&amp;quot; category on the left in the &amp;quot;Modes&amp;quot; window, or use the searchbar at the top of the &amp;quot;Modes&amp;quot; window. &amp;lt;br /&amp;gt;&lt;br /&gt;
You need to configure them according to the gamemodes you want to support with your map. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|'''TeamID'''&lt;br /&gt;
|0 = Blue Team (Defenders) , 1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|'''Dynamic'''&lt;br /&gt;
|Tick this for Deathmatch, This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|'''Only Team'''&lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn. Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns&lt;br /&gt;
|-&lt;br /&gt;
|'''Special'''&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes. Use '''only ONE''' spawn per Team.. Teams will spawn together at one spawn. Use together with TeamID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When using S&amp;amp;D &amp;quot;Special&amp;quot; spawns, make sure to leave some space to the right of it, as the other 4 Players will spawn in a line next to it. &amp;lt;br /&amp;gt;&lt;br /&gt;
To set a spawn as DM only, use 2 in TeamID.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Protip: Select a spawn and move it '''above''' the position where you like it. Then press &amp;quot;END&amp;quot; to drop it to the floor. This will make sure that you'll spawn correctly ingame without falling trough the floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bot Navigation===&lt;br /&gt;
&lt;br /&gt;
[[File:UE4 Nav Mesh.png|thumb|The Navigation Mesh Visualisation in action]]&lt;br /&gt;
To make the Bots move on your map, you need to add a &amp;quot;Nav Mesh Bounds Volume&amp;quot;, which you can find under the &amp;quot;Volumes&amp;quot; Category in the &amp;quot;Modes&amp;quot; Window. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Volume needs to cover '''ALL''' of the walkable space of your map. &amp;lt;br /&amp;gt;&lt;br /&gt;
Press &amp;quot;P&amp;quot; on your keyboard to get a visual representation of the Navigation Mesh. The green area represents the walkable space for the Bots. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''DO NOT''' make '''ANY''' changes to the settings of the volume in the &amp;quot;Details&amp;quot; window, since this will cause the Bots to not move at all. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Bots will only move between areas that are clearly connected with the Navigation Mesh. (check the &amp;quot;P&amp;quot; Navigation visualisation) &amp;lt;br /&amp;gt;&lt;br /&gt;
To connect areas that don't connect to eachother but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; &amp;lt;br /&amp;gt;&lt;br /&gt;
Drag a &amp;quot;Nav Link Proxy&amp;quot; from the &amp;quot;All Classes&amp;quot; category in your map. The Proxy has two beacons that need to touch the green area of the Nav Mesh. &amp;lt;br /&amp;gt;&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the bounds and the connection indicator.  Align the two beacons so they connect the two Nav Mesh areas. This way you can link a narrow doorway that won't connect to the Nav Mesh. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can change the Nav Link to be one way by changing the &amp;quot;Link Direction&amp;quot; setting in the &amp;quot;Details&amp;quot; window. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflection Captures===&lt;br /&gt;
&lt;br /&gt;
[[File:UE4 Reflection Captures.png|thumb|A Sphere- and Box Reflection Capture]]&lt;br /&gt;
Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume. &amp;lt;br /&amp;gt;&lt;br /&gt;
There are 2 Types of Reflection Captures avaiable. &amp;quot;Box-&amp;quot; and &amp;quot;Sphere Reflection Captures&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
The only difference is the shape, so you can adjust the volumes to your level geometry. &amp;lt;br /&amp;gt;&lt;br /&gt;
Having Reflection Captures in your map prevents shiny and reflective surfaces from looking pitch black ingame. (e.g. Weapons) &amp;lt;br /&amp;gt;&lt;br /&gt;
Drag and Drop them into your Level from the &amp;quot;Visual Effects&amp;quot; Category of the &amp;quot;Modes&amp;quot; window. &amp;lt;br /&amp;gt;&lt;br /&gt;
Adjust the size to the aproximate size of your room on eye level. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bomb Spots===&lt;br /&gt;
&lt;br /&gt;
Search &amp;amp; Destroy maps need at least one bombspot. You can have up to 2 seperate bombspots ( A and B ) But you can have as many Bomb Placement Spots for the two Spots. &amp;lt;br /&amp;gt;&lt;br /&gt;
Drag the &amp;quot;Pavlov Bomb Spot&amp;quot; from the &amp;quot;All Classes&amp;quot; category on the left in the &amp;quot;Modes&amp;quot; window into you map. &amp;lt;br /&amp;gt;&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow. Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===King of the Hill===&lt;br /&gt;
[[File:KOTHsettings.PNG|thumb|How to adjust King of the Hill for your map]]&lt;br /&gt;
The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blocking Volumes===&lt;br /&gt;
&lt;br /&gt;
Apart from regular walls, sometimes you want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. &amp;lt;br /&amp;gt;&lt;br /&gt;
To create an &amp;quot;Invisible Wall&amp;quot;, drag a &amp;quot;Blocking Volume&amp;quot; from the &amp;quot;Volumes&amp;quot; category into your level and scale it to your liking. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &amp;lt;br /&amp;gt;&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Killing Volumes===&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your playspace.&lt;br /&gt;
This will kill players that somehow fell out of the map or gliched out of it. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can also use the Kill Volumes for harzardous enviroments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pavlov Game Logic===&lt;br /&gt;
&lt;br /&gt;
You must add this to your level or the Map will not show up ingame.&amp;lt;br /&amp;gt;&lt;br /&gt;
This object can be placed anywhere in your Map.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you place the object in your level, you have to assign the definition file in the object's Details by doubleclicking it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ladders===&lt;br /&gt;
&lt;br /&gt;
Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&amp;lt;br /&amp;gt;&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume. Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Volumes only come as rectangular prisms. To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping or have a large one that overextends as long as the overextended region isn't encompassing player-collidable surfaces you don't intend to be climbable.&amp;lt;br /&amp;gt;&lt;br /&gt;
:TIP: '''Work in Player Collision View Mode to better see where the extents of the Volume need to be.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bullet Penetration - Physical Materials===&lt;br /&gt;
&lt;br /&gt;
[[File:PhysMaterial01.jpg|thumb|Show Plugin Content]]&lt;br /&gt;
To enable bullet penetration, you first have to show the Plugin Content. Do this by selecting the View Options in the Content Browser and enabled Show Plugin Content. Next open your material, go into the General tab and select the Phys Material based on the object you're using. &amp;lt;br /&amp;gt;&lt;br /&gt;
There are two options, normal and thin. Thin will be penetrable. &amp;lt;br /&amp;gt;&lt;br /&gt;
Physical materials will also change the physics of the objects so metal sounds like metal, wood sounds like wood.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shack Tips ==&lt;br /&gt;
- Don't use textures bigger than 512p since everything will be downsized to max 512. &amp;lt;br /&amp;gt;&lt;br /&gt;
- Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest&amp;lt;br /&amp;gt;&lt;br /&gt;
- Build your map from segments and merge Actors then as chuncks to improve performance&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Testing your Map ==&lt;br /&gt;
There are different methods to test Pavlov PC and Pavlov Shack maps.  To test either type of map, start by openning the &amp;quot;Pavlov Workshop&amp;quot; window by clicking on &amp;quot;Window&amp;quot; &amp;gt; &amp;quot;Pavlov Workshop&amp;quot;, then follow platform specific steps below. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[Pavlov PC Map]&lt;br /&gt;
:Click on the &amp;quot;Testing&amp;quot; tab and then press the &amp;quot;Stage&amp;quot; button and wait for it to finish. It is finished when the 3 dots stop flashing and the &amp;quot;Stage&amp;quot; button returns.&amp;lt;br /&amp;gt;&lt;br /&gt;
:This will create a local .pak file in your game's &amp;quot;\Pavlov\Content\Paks&amp;quot; folder, so you can load up the map offline for testing. &amp;lt;br /&amp;gt;&lt;br /&gt;
:You can only Stage one map at a time. If you have already Deployed the map to The Workshop, you must be unsubscribed to it before playing a locally staged version of it.&amp;lt;br /&amp;gt;&lt;br /&gt;
::NOTE: '''Your project won't Stage or Deploy if any asset filepaths exceed 260 characters.''' &amp;lt;br /&amp;gt;&lt;br /&gt;
::TIP: '''View your Output Log when you Stage or Deploy to see if any errors or warnings occur. Do this by going to Window &amp;gt; Developer Tools &amp;gt; Output Log.''' &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[Pavlov Shack Map]&lt;br /&gt;
: Click on Server Map tab, make sure Android is checked for target, then press build selected platforms button. &amp;lt;br/&amp;gt;&lt;br /&gt;
: The map will be created in folder xxxx, which you then deploy to a dedicated server or your oculus quest for testing. &amp;lt;br /&amp;gt;&lt;br /&gt;
::NOTE: For Shack build 24 and onwards, maps go in /sdcard/Android/data/com.vankrupt.pavlovbeta/files/maps. Before build 24, they were in /sdcard/pavlov/maps.&lt;br /&gt;
&lt;br /&gt;
Testing tip:&amp;lt;br /&amp;gt;&lt;br /&gt;
Download the [https://my.hidrive.com/share/5rp-fojpmp copy2quest tool]  &amp;lt;br /&amp;gt;&lt;br /&gt;
This application creates an entry in the explorer menu called &amp;quot;Copy to Quest&amp;quot;&lt;br /&gt;
To use it just right click on a folder or file and select &amp;quot;Copy to Quest&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In the path_config.txt you have to specify the Quest folder where the file or folder should be copied to.&lt;br /&gt;
The default is the Pavlov Shack maps folder. If you want to have another path, please change it.&lt;br /&gt;
The new path must start with the first folder on the Quest.&lt;br /&gt;
For example: &amp;quot;Android\data\com.vankrupt.pavlovbeta&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Install: Click on the &amp;quot;copy2quest_Install-Uninstall.exe&amp;quot;&lt;br /&gt;
         To make sure that the installation works properly, this should be done with administrator rights (Runs as Administrator)&lt;br /&gt;
&lt;br /&gt;
         Make sure that the folder with the &amp;quot;copy2quest_Install-Uninstall.exe&amp;quot; is stored in a safe and&lt;br /&gt;
         permanent place, because the exporter entry needs to access the .exe. There is no real installation&lt;br /&gt;
&lt;br /&gt;
Uninstall: Click also on the &amp;quot;copy2quest_Install-Uninstall.exe&amp;quot;. You can delete the folder now&lt;br /&gt;
&lt;br /&gt;
Small tip: You can also create a shortcut of the copy2quest_Install-Uninstall.exe and&lt;br /&gt;
insert as destination the path of the folder behind the target location of the shortcut.&lt;br /&gt;
Example:&lt;br /&gt;
From target path: &amp;quot;D:\\QuestTools\copy2quest_Install-Uninstall.exe&amp;quot;&lt;br /&gt;
To target path &amp;quot;D:\\QuestTools\copy2quest_Install-Uninstall.exe D:\\UnrealBuilds\Glory_Stacks\SVR_Quacklin_GoldenEye_Stack&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Or create a batch and use copy2quest_Install-Uninstall.exe as command-line with the path as command&lt;br /&gt;
&lt;br /&gt;
== Submitting and Updating your Map (Pavlov PC Maps only) ==&lt;br /&gt;
To make your Map available on Steam, open the &amp;quot;Pavlov Workshop&amp;quot; window by clicking on &amp;quot;Window&amp;quot; &amp;gt; &amp;quot;Pavlov Workshop&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
Click on the &amp;quot;Deployment&amp;quot; tab and press the &amp;quot;Submit&amp;quot; button after you typed in some optional but recommended changenotes. &amp;lt;br /&amp;gt;&lt;br /&gt;
To update the Thumbnail or the Map name, edit the Definition file and press the &amp;quot;Sync Metadata&amp;quot; button on the Setup tab of the &amp;quot;Pavlov Workshop&amp;quot; Window (Where the &amp;quot;Create New&amp;quot; button was before). &amp;lt;br /&amp;gt;&lt;br /&gt;
By default, the Steam Workshop page is set to &amp;quot;Hidden&amp;quot; and can only be interacted with by it's creators. (You can add people on your Friend's List as creators.) An orange prompt on the page will notify you if it's private still. If you're ready for the map to be available to everybody, set the visibility to &amp;quot;Public&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
:NOTE: Before testing online, you must set the visibility to Public or Unlisted, or the server will kick to Datacenter.&lt;br /&gt;
Just like any other map, you will need to Subscribe to download it. Make sure you delete the local staging .PAK of the map before doing this, if you made one. You may need to restart Steam as well. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:TIP: Add some screenshots to your Steam Workshop Page to promote the Map, and be sure the Thumbnail thoroughly represents the Map as it is used in the map selection screen ingame. To add screenshots, visit your Workshop Page on Steam and click on the &amp;quot;Add/edit images &amp;amp; videos&amp;quot; button on the right. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating an overhead map image ==&lt;br /&gt;
&lt;br /&gt;
Add a Camera Actor to your map, preferable high (1000 units roughly) above your map&amp;lt;br /&amp;gt;&lt;br /&gt;
Rotate the camera -90° on the Y (green) axis so the camera is looking down&amp;lt;br /&amp;gt;&lt;br /&gt;
Change the Projection Mode to Orthographic&amp;lt;br /&amp;gt;&lt;br /&gt;
Press G (Game View) which will hide editor stuff&amp;lt;br /&amp;gt;&lt;br /&gt;
Right click the CameraActor and select Pilot 'CameraActor'&amp;lt;br /&amp;gt;&lt;br /&gt;
Change the View Mode from Wireframe to Lit&amp;lt;br /&amp;gt;&lt;br /&gt;
Change the Ortho Width so your whole map is in screen&amp;lt;br /&amp;gt;&lt;br /&gt;
If you want to remove some ceilings from of the camera, increase the Ortho Near Clip Plane until the ceiling you want to be removed is hidden&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For taking a screenshot: Press F11 (Immersion Mode), press the arrow in the top left and choose &amp;quot;High Resolution Screenshot&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Press the camera at the bottom right to create your screenshot. The screenshot will be saved in ../YourProjectName/Saved/Screenshots/Windows/ folder&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stop piloting the CameraActor and delete the CameraActor. If you don't do this, your map will not load. &amp;lt;br /&amp;gt;&lt;br /&gt;
:TIP: ''Pavlov VR does not use post processing effects, but many of them are on by default in the UE Viewports. You should disable them when Immersion Mode is active.'' &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you need further support, check the pinned messages in the workshop channels at ''Discord.gg/Pavlov-VR''[http://Discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an ''Unofficial Pavlov Map Making Guide''[https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit?usp=sharing] which may be more wordy and up-to-date.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks for Reading!&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=File:GeometryTab.png&amp;diff=915</id>
		<title>File:GeometryTab.png</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=File:GeometryTab.png&amp;diff=915"/>
		<updated>2023-10-09T18:29:14Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;shows the Geometry Tab&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=File:MapDrawingExample1.jpg&amp;diff=914</id>
		<title>File:MapDrawingExample1.jpg</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=File:MapDrawingExample1.jpg&amp;diff=914"/>
		<updated>2023-10-09T18:01:34Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;drawing of a map layout&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Game_Settings&amp;diff=913</id>
		<title>Game Settings</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Game_Settings&amp;diff=913"/>
		<updated>2023-10-08T22:56:22Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: Remade the settings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General ==&lt;br /&gt;
'''&amp;lt;big&amp;gt;Startup Behavior :&amp;lt;/big&amp;gt;'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Main Menu&lt;br /&gt;
|-&lt;br /&gt;
|Spawn in Killhouse&lt;br /&gt;
|-&lt;br /&gt;
|Spawn in Shooting Range&lt;br /&gt;
|-&lt;br /&gt;
|Spawn in WW&amp;lt;small&amp;gt;2&amp;lt;/small&amp;gt; Shooting Range&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Movement Vignette :''' 0% - 100%&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Adjusts the strength of the movement vignette effect.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;bHaptics Suit :&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Select to generate bHaptic Suit events.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;ForceTube Haptics :&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Select to generate ForceTube haptic events.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Left Eye Rendering :&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Select to render the game preview from the Left Eye.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Gore Level :&amp;lt;/big&amp;gt;'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|No Blood&lt;br /&gt;
|-&lt;br /&gt;
|Normal&lt;br /&gt;
|-&lt;br /&gt;
|Gruesome&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;code&amp;gt;All gore including dismemberments.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Improved Flash Effect :&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Enables improved flashbang effects.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;End User License Agreement (EULA) : [https://www.vankrupt.com/eula.html READ EULA]&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Read our End User License Agreement.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player ==&lt;br /&gt;
'''&amp;lt;big&amp;gt;Arm KillFeed :&amp;lt;/big&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Attaches the killfeed to your arm.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Hide Ammo Count :&amp;lt;/big&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Hides limited ammo counter present in specific game modes.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Virtual Stock :&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Simulates a physical gun stock, helping to stabilize your weapon.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Hand Smoothing :&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Adds a small amount of smoothing to hand movements to help stabilize your weapon.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Overlay Effects :&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Enables on-screen overlay effects.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Nametag Type :&amp;lt;/big&amp;gt;'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Default&lt;br /&gt;
|-&lt;br /&gt;
|Default Transparent&lt;br /&gt;
|-&lt;br /&gt;
|Compact&lt;br /&gt;
|-&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Haptic Intensity :&amp;lt;/big&amp;gt;''' &amp;lt;big&amp;gt;0% - 100%&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Adjusts the intensity of controller haptics&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Input ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Dominant Hand :'''&amp;lt;/big&amp;gt; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Right&lt;br /&gt;
|-&lt;br /&gt;
|Left&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Input Vector :'''&amp;lt;/big&amp;gt; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Head&lt;br /&gt;
|-&lt;br /&gt;
|Dominant Hand&lt;br /&gt;
|-&lt;br /&gt;
|Offhand&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Inventory Lock :'''&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Locks your inventory rotation if you look down.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Auto Sprint :'''&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Delay triggered sprint.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Swap Locomotion Hand :'''&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Swaps locomotion to dominant hand.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Toggle Grip Mode :'''&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Enables grabbing via a toggle grip.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Enable Artificial Turn :&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Enables Artificial Turning.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Smooth Artificial Turn : 45 - 360'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Optional smooth artificial turn mode.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
&amp;lt;big&amp;gt;'''Scaling : 50% - 150%'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Select the render image scale.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;code&amp;gt;Setting this above 100% can negatively impact performance.&amp;lt;/code&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Antialias :'''&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Reduces aliasing by multisampling.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;big&amp;gt;'''LOW'''&amp;lt;/big&amp;gt; '''&amp;lt;small&amp;gt;&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;MEDIUM&amp;lt;/big&amp;gt; &amp;lt;small&amp;gt;&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;HIGH&amp;lt;/big&amp;gt; &amp;lt;small&amp;gt;&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;ULTRA&amp;lt;/big&amp;gt;'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Textures :'''&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;High requires 6gb of video ram.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;big&amp;gt;'''LOW &amp;lt;small&amp;gt;&amp;gt;&amp;lt;/small&amp;gt; MEDIUM &amp;lt;small&amp;gt;&amp;gt;&amp;lt;/small&amp;gt; HIGH &amp;lt;small&amp;gt;&amp;gt;&amp;lt;/small&amp;gt; ULTRA'''&amp;lt;/big&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Effects :'''&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Quality of visual effects.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;big&amp;gt;'''LOW &amp;lt;small&amp;gt;&amp;gt;&amp;lt;/small&amp;gt; MEDIUM &amp;lt;small&amp;gt;&amp;gt;&amp;lt;/small&amp;gt; HIGH &amp;lt;small&amp;gt;&amp;gt;&amp;lt;/small&amp;gt; ULTRA'''&amp;lt;/big&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Audio ==&lt;br /&gt;
'''&amp;lt;big&amp;gt;Audio Quality :&amp;lt;/big&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Amount of concurrent sounds and details.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;big&amp;gt;'''LOW &amp;lt;small&amp;gt;&amp;gt;&amp;lt;/small&amp;gt; MEDIUM &amp;lt;small&amp;gt;&amp;gt;&amp;lt;/small&amp;gt; HIGH &amp;lt;small&amp;gt;&amp;gt;&amp;lt;/small&amp;gt; ULTRA'''&amp;lt;/big&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Microphone :&amp;lt;/big&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Dropdown menu shows all of the recorded microphones ever plugged into your computer.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Optional : '''Mute'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Use Audio Thread :&amp;lt;/big&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Boosts performance with multithreading.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Realtime Reverb :&amp;lt;/big&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Raycast based reverb generation.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Ambisonics :&amp;lt;/big&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;Requires six-core CPU or greater.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Channel Volumes :&amp;lt;/big&amp;gt;''' &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;code&amp;gt;Master : 0% - 100%&amp;lt;/code&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;code&amp;gt;Voice Chat : 0% - 100%&amp;lt;/code&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;code&amp;gt;Music : 0% - 100%&amp;lt;/code&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
'''NOTE : &amp;lt;big&amp;gt;MAY BE OUTDATED&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
In the event you need to change a setting and cant launch the game there is a text file with them &lt;br /&gt;
&lt;br /&gt;
like if you changed a setting and its crashing on launch or your audio source is buried in a long list and u cant select it . &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
to do it you press the '''windows key and R''' at the same time  then  in the small box that opens u enter &amp;lt;blockquote&amp;gt;%LocalAppData%\Pavlov\Saved\Config\WindowsNoEditor&amp;lt;/blockquote&amp;gt;then press enter and it will open a folder  inside that folder u will see '''''GameUserSettings.ini'''''&lt;br /&gt;
&lt;br /&gt;
go ahead and open that with a text editor and inside that u will have a text version of the ingame settings edit what u needed / wanted to then save and close the file &lt;br /&gt;
&lt;br /&gt;
here is what one looks like &amp;lt;blockquote&amp;gt;[/Script/Pavlov.PavlovGameUserSettings]&lt;br /&gt;
&lt;br /&gt;
bSmoothTurn=True&lt;br /&gt;
&lt;br /&gt;
PlayerCrouchHeight=0.000000&lt;br /&gt;
&lt;br /&gt;
bAutoUngrip=False&lt;br /&gt;
&lt;br /&gt;
bLegacyGrip=False&lt;br /&gt;
&lt;br /&gt;
bSnapTurnEnabled=True&lt;br /&gt;
&lt;br /&gt;
bMountFriendly=False&lt;br /&gt;
&lt;br /&gt;
PrimaryRegion=America&lt;br /&gt;
&lt;br /&gt;
bHideFullServers=False&lt;br /&gt;
&lt;br /&gt;
bHideEmptyServers=True&lt;br /&gt;
&lt;br /&gt;
bHidePinLockedServers=True&lt;br /&gt;
&lt;br /&gt;
ServerSearchType=ShowCommunityServer&lt;br /&gt;
&lt;br /&gt;
ServerSortType=PingAscending&lt;br /&gt;
&lt;br /&gt;
FavoriteServers=(ServerName=&amp;quot;JTWP.org Castlewars Official&amp;quot;,ServerIdentifier=&amp;quot;66.59.211.184:10000&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
FavoriteServers=(ServerName=&amp;quot;JTWP.org PrisonBreak Official&amp;quot;,ServerIdentifier=&amp;quot;66.59.211.184:11000&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
FavoriteServers=(ServerName=&amp;quot;JTWP.org MAP Escape From Pavlov&amp;quot;,ServerIdentifier=&amp;quot;66.59.211.184:12000&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
FavoriteServers=(ServerName=&amp;quot;JTWP.org PUSH USA EAST&amp;quot;,ServerIdentifier=&amp;quot;66.59.211.184:13000&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
FavoriteServers=(ServerName=&amp;quot;JTWP.org Joseph\'s TDM [game.jtwp.org For Leaderboard]&amp;quot;,ServerIdentifier=&amp;quot;15.204.9.216:7777&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
FavoriteServers=(ServerName=&amp;quot;JTWP.org Castlewars GAME.JTWP.ORG for stats  USA EAST&amp;quot;,ServerIdentifier=&amp;quot;23.139.82.34:10000&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
FavoriteServers=(ServerName=&amp;quot;JTWP.org Pirates of Pavlov GAME.JTWP.ORG for stats USA EAST&amp;quot;,ServerIdentifier=&amp;quot;23.139.82.34:18000&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
FavoriteServers=(ServerName=&amp;quot;JTWP.org Pistol Playground GAME.JTWP.ORG for stats USA EAST&amp;quot;,ServerIdentifier=&amp;quot;23.139.82.34:11000&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
FavoriteServers=(ServerName=&amp;quot;JTWP.org PrisonBreak Official GAME.JTWP.ORG for stats  USA EAST&amp;quot;,ServerIdentifier=&amp;quot;23.139.82.34:17000&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
FavoriteServers=(ServerName=&amp;quot;JTWP.org Escape From Pavlov (Passive Income 400$ a hour)&amp;quot;,ServerIdentifier=&amp;quot;23.139.82.34:12000&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
RegionFilters=Europe&lt;br /&gt;
&lt;br /&gt;
RegionFilters=AsiaPacific&lt;br /&gt;
&lt;br /&gt;
bForceNoPostProcess=True&lt;br /&gt;
&lt;br /&gt;
bAutoSwapHands=False&lt;br /&gt;
&lt;br /&gt;
bLeftEyeRendering=False&lt;br /&gt;
&lt;br /&gt;
GripModeVive=Click&lt;br /&gt;
&lt;br /&gt;
GripModeOculus=Hold&lt;br /&gt;
&lt;br /&gt;
MainHandAction=None&lt;br /&gt;
&lt;br /&gt;
OffHandAction=None&lt;br /&gt;
&lt;br /&gt;
bAutoSprint=True&lt;br /&gt;
&lt;br /&gt;
bLiteFootStepHaptics=True&lt;br /&gt;
&lt;br /&gt;
bLockInventory=True&lt;br /&gt;
&lt;br /&gt;
bHeadLocomotion=False&lt;br /&gt;
&lt;br /&gt;
bFreeSpectating=True&lt;br /&gt;
&lt;br /&gt;
bInvertTouchpad=False&lt;br /&gt;
&lt;br /&gt;
bArmKillfeed=True&lt;br /&gt;
&lt;br /&gt;
VoiceDevice=Default Device&lt;br /&gt;
&lt;br /&gt;
bRealTimeReverb=True&lt;br /&gt;
&lt;br /&gt;
bUseAudioThread=False&lt;br /&gt;
&lt;br /&gt;
bNoAmbisonics=False&lt;br /&gt;
&lt;br /&gt;
bSwapMenuScoreboard=False&lt;br /&gt;
&lt;br /&gt;
GripMode=Auto&lt;br /&gt;
&lt;br /&gt;
SmoothLocomotionMode=Offhand&lt;br /&gt;
&lt;br /&gt;
GoreLevel=Gruesome&lt;br /&gt;
&lt;br /&gt;
GrabForceThreashold=0.250000&lt;br /&gt;
&lt;br /&gt;
bUseGrabForce=True&lt;br /&gt;
&lt;br /&gt;
StartUpMap=&lt;br /&gt;
&lt;br /&gt;
bForceTubeHaptics=False&lt;br /&gt;
&lt;br /&gt;
bHapticsSuit=False&lt;br /&gt;
&lt;br /&gt;
bUseAdvancedVehicleInput=True&lt;br /&gt;
&lt;br /&gt;
bHideAmmoCounter=False&lt;br /&gt;
&lt;br /&gt;
bMicMuted=True&lt;br /&gt;
&lt;br /&gt;
bOnScreenEffects=True&lt;br /&gt;
&lt;br /&gt;
PavlovVersion=1&lt;br /&gt;
&lt;br /&gt;
bUseVSync=False&lt;br /&gt;
&lt;br /&gt;
bUseDynamicResolution=False&lt;br /&gt;
&lt;br /&gt;
ResolutionSizeX=1280&lt;br /&gt;
&lt;br /&gt;
ResolutionSizeY=720&lt;br /&gt;
&lt;br /&gt;
LastUserConfirmedResolutionSizeX=1280&lt;br /&gt;
&lt;br /&gt;
LastUserConfirmedResolutionSizeY=720&lt;br /&gt;
&lt;br /&gt;
WindowPosX=-1&lt;br /&gt;
&lt;br /&gt;
WindowPosY=-1&lt;br /&gt;
&lt;br /&gt;
FullscreenMode=1&lt;br /&gt;
&lt;br /&gt;
LastConfirmedFullscreenMode=1&lt;br /&gt;
&lt;br /&gt;
PreferredFullscreenMode=1&lt;br /&gt;
&lt;br /&gt;
Version=5&lt;br /&gt;
&lt;br /&gt;
AudioQualityLevel=0&lt;br /&gt;
&lt;br /&gt;
LastConfirmedAudioQualityLevel=0&lt;br /&gt;
&lt;br /&gt;
FrameRateLimit=0.000000&lt;br /&gt;
&lt;br /&gt;
DesiredScreenWidth=1280&lt;br /&gt;
&lt;br /&gt;
DesiredScreenHeight=720&lt;br /&gt;
&lt;br /&gt;
LastUserConfirmedDesiredScreenWidth=1280&lt;br /&gt;
&lt;br /&gt;
LastUserConfirmedDesiredScreenHeight=720&lt;br /&gt;
&lt;br /&gt;
LastRecommendedScreenWidth=-1.000000&lt;br /&gt;
&lt;br /&gt;
LastRecommendedScreenHeight=-1.000000&lt;br /&gt;
&lt;br /&gt;
LastCPUBenchmarkResult=-1.000000&lt;br /&gt;
&lt;br /&gt;
LastGPUBenchmarkResult=-1.000000&lt;br /&gt;
&lt;br /&gt;
LastGPUBenchmarkMultiplier=1.000000&lt;br /&gt;
&lt;br /&gt;
bUseHDRDisplayOutput=False&lt;br /&gt;
&lt;br /&gt;
HDRDisplayOutputNits=1000&lt;br /&gt;
&lt;br /&gt;
GMFiltersV2=PUSH&lt;br /&gt;
&lt;br /&gt;
[/Script/Engine.GameUserSettings]&lt;br /&gt;
&lt;br /&gt;
bUseDesiredScreenHeight=False&lt;br /&gt;
&lt;br /&gt;
[ShaderPipelineCache.CacheFile]&lt;br /&gt;
&lt;br /&gt;
LastOpened=Pavlov&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=912</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=912"/>
		<updated>2023-10-08T04:07:47Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: totally a minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Shack &amp;amp; PC Engine&lt;br /&gt;
!Legacy PC Engine&lt;br /&gt;
|-&lt;br /&gt;
|Unreal Engine 5.1.1&lt;br /&gt;
|Unreal Engine 4.21.x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1&lt;br /&gt;
&lt;br /&gt;
UE4.21.x modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Enter Username and Password from Mod.io&lt;br /&gt;
# Open your Email and paste the code from the email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window) if you're on UE5.1.1.&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent your weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Material Instances are not required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended to be used on Pavlov VR.&lt;br /&gt;
&lt;br /&gt;
For Pavlov Shack, textures should be 512x512 as they'll get down-scaled at any other texture size higher than it.&lt;br /&gt;
&lt;br /&gt;
Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''BEFORE UPLOADING:'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to e playable on. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
=== UE4.21.x ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Deployment Tab&amp;quot;. Press Submit. Building your map will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open steamcommunity.com.&lt;br /&gt;
&lt;br /&gt;
Login to your account and click on your profile. Open workshop items and find your map. When you're ready, set your map's visibility to public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your map is now uploaded.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Update_Changelog&amp;diff=910</id>
		<title>Update Changelog</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Update_Changelog&amp;diff=910"/>
		<updated>2023-09-14T01:20:49Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: /* Last Shack Update */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Last Shack Update: September 7&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 2023 (Live Hotfix)&lt;br /&gt;
&lt;br /&gt;
Last Shack RC Update: August 30&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 2023 (RC3 Hotfix)&lt;br /&gt;
----Last PC Update: 24th January 2022 (Update 28 Hotfix)&lt;br /&gt;
&lt;br /&gt;
Last PC Beta Update: 23rd Febuary 2023&lt;br /&gt;
----Last PSVR Update: 24th February 2023 (Update Hotfix)&lt;br /&gt;
&lt;br /&gt;
== Last PC Update ==&lt;br /&gt;
Important Notes:&lt;br /&gt;
&lt;br /&gt;
* Updated to Unreal Engine Version 5.1.1 and changed to the OpenXR input standard.&lt;br /&gt;
* Changed the server selection UI to be more streamlined.&lt;br /&gt;
* Added 2 Russian playermodels and 3 Nato playermodels.&lt;br /&gt;
* New spawning logic.&lt;br /&gt;
* Reworked the IK system to allow for new hand poses and proning, also added a 3rd person flinch animation when you are shot.&lt;br /&gt;
* Added 2 new guns, the Skorpion and PKM.&lt;br /&gt;
* Added an in-game mod browser using Mod.io, discontinued steam workshop. &lt;br /&gt;
* Added a new beta branch for the previous update. Update 28 can be accessed through the legacy version and uses Steam Workshop still.&lt;br /&gt;
* Adjusted the audio processing system, this allows for some slightly better reverb and added occlusion through walls, guns also have different sfx.&lt;br /&gt;
* Changed the infection game mode, now selected through the Hide gamemode as a variant.&lt;br /&gt;
* Added Prop hunt, playable on some vanilla maps and some modded maps.&lt;br /&gt;
* Added an admin menu for Community Servers.&lt;br /&gt;
* TTT has new roles (Zombie, Psychopath (reworked Jester), Soulmate, Hypnotist). Adjusted Lone Wolf, added new role icons, and the option for Community servers to select which roles they want to appear.&lt;br /&gt;
* Added volumetrics to smoke.&lt;br /&gt;
* Adjusted weapon balancing.&lt;br /&gt;
* Added resupply crates to The Hide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can find the rest about the update here: [https://steamdb.info/patchnotes/11435766/ SteamDB (U29)],[https://steamdb.info/patchnotes/11462633/ SteamDB (U29.1)]&lt;br /&gt;
&lt;br /&gt;
== Last Shack Update ==&lt;br /&gt;
Important Notes:&lt;br /&gt;
&lt;br /&gt;
* Fixed custom push maps causing a crash.&lt;br /&gt;
* Adjusted loot icon mipping to be less ugly.&lt;br /&gt;
* Adjusted the smoke grenade trail particle.&lt;br /&gt;
&lt;br /&gt;
* Removing the HMD roll from particles.&lt;br /&gt;
&lt;br /&gt;
'''Admin Menu'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* GiveAll button now automatically selects a player if one isn't selected.&lt;br /&gt;
* Fixed admin menu switch map command.&lt;br /&gt;
&lt;br /&gt;
You can find the rest about the update in the official Pavlov [https://discord.gg/pavlov-vr discord server].&lt;br /&gt;
&lt;br /&gt;
== Last PSVR Update ==&lt;br /&gt;
Important Notes:&lt;br /&gt;
&lt;br /&gt;
* Added Grip Toggle option in the setting&lt;br /&gt;
* Fixed controller issues including jittering&lt;br /&gt;
* Fixed trophies (Dead-ication, SND)&lt;br /&gt;
* Fixed radio&lt;br /&gt;
* Bots spawn in Hide/Infection fixed&lt;br /&gt;
* Fixed dismemberment stretching issues&lt;br /&gt;
* Fixed voice chat issues&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=909</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=909"/>
		<updated>2023-09-04T17:33:23Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: totally a minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
Getting Started&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Shack &amp;amp; PC Engine&lt;br /&gt;
!Legacy PC Engine&lt;br /&gt;
|-&lt;br /&gt;
|Unreal Engine 5.1.1&lt;br /&gt;
|Unreal Engine 4.21.x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1&lt;br /&gt;
&lt;br /&gt;
UE4.21.x modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Enter Username and Password from Mod.io&lt;br /&gt;
# Open your Email and paste the code from the email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window) if you're on UE5.1.1.&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent your weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Material Instances are not required to be used on Pavlov VR &amp;amp; Pavlov Shack but they are recommended to be used on Pavlov VR.&lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Shack Tips ==&lt;br /&gt;
&lt;br /&gt;
* Don't use textures bigger than 512p since everything will be downsized to max 512.&lt;br /&gt;
* Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
* Build your map from segments and merge Actors then as chunks to improve performance.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map ==&lt;br /&gt;
'''BEFORE UPLOADING:'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Upload Mod&amp;quot; tab. Next, you'll need to select your mod's UGC. After, select the version of Pavlov you want your map to e playable on. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Version&lt;br /&gt;
!Windows&lt;br /&gt;
!Android&lt;br /&gt;
|-&lt;br /&gt;
|Pavlov VR &lt;br /&gt;
|Pavlov Shack &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Building your mod will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
Once it's finished building, go to Mod.io and open &amp;quot;My Teams&amp;quot; on the sidebar (shown as a folder). Look for your mod. Once you've found it, click &amp;quot;Edit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here, you can change your mod name, summary, and mod &amp;quot;logo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''The map logo is separate from the one that appears in the map boxes.'''&lt;br /&gt;
&lt;br /&gt;
Once your map is ready to be published, you can hit &amp;quot;Go Live&amp;quot;, and now your map is published!&lt;br /&gt;
=== UE4.21.x ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &amp;quot;Deployment Tab&amp;quot;. Press Submit. Building your map will take a while so just do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open steamcommunity.com.&lt;br /&gt;
&lt;br /&gt;
Login to your account and click on your profile. Open workshop items and find your map. When you're ready, set your map's visibility to public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your map is now uploaded.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
This may be outdated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}If you need further support, check the pinned messages in the workshop channels at [https://discord.gg/Pavlov-VR discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an [https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit Unofficial Pavlov Map Making Guide] which will get more into depth but is more outdated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-zxcubed&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=908</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=908"/>
		<updated>2023-09-03T17:59:28Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: totally a minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
Getting Started&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Shack &amp;amp; PC Engine&lt;br /&gt;
!Legacy PC Engine&lt;br /&gt;
|-&lt;br /&gt;
|Unreal Engine 5.1.1&lt;br /&gt;
|Unreal Engine 4.21.x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1&lt;br /&gt;
&lt;br /&gt;
UE4.21.x modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Enter Username and Password from Mod.io&lt;br /&gt;
# Open your Email and paste the code from the email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally. The Map's UGC expires in a month. You can always make another.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder. DO NOT change your UGC Id unless it expired.'''&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window) if you're on UE5.1.1.&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent your weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----Materials are needed in your map in order for it to have textures like brick walls, concrete floors, and a lot more.&lt;br /&gt;
&lt;br /&gt;
Physical Materials are used inside of materials and determine the properties your Material has. There is a default and thin variant of the Physical Materials.&lt;br /&gt;
&lt;br /&gt;
The thin variant of the Physical Materials allows bullets to pass through them.&lt;br /&gt;
&lt;br /&gt;
====== How to create a Material ======&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.&lt;br /&gt;
&lt;br /&gt;
== Shack Tips ==&lt;br /&gt;
&lt;br /&gt;
* Don't use textures bigger than 512p since everything will be downsized to max 512.&lt;br /&gt;
* Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest.&lt;br /&gt;
* Build your map from segments and merge Actors then as chunks to improve performance.&lt;br /&gt;
&lt;br /&gt;
== Uploading &amp;amp; Testing your Map (incomplete) ==&lt;br /&gt;
'''BEFORE UPLOADING:'''&lt;br /&gt;
&lt;br /&gt;
Be sure to save your map and bake the lighting in your map by pressing &amp;quot;Build&amp;quot;, then &amp;quot;Build All Levels&amp;quot;. Rendering the lights &amp;amp; Reflection Captures will take a while so do other things while you wait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once fully rendered, save your completed map by pressing CTRL+S on your keyboard (CMD+S on Mac). Your map is now ready to be published.&lt;br /&gt;
&lt;br /&gt;
=== UE5.1.1 ===&lt;br /&gt;
----Once you've completed your map, open the &amp;quot;Pavlov Workshop&amp;quot; window and open the &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== UE4.21.x ===&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=907</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=907"/>
		<updated>2023-09-03T05:53:17Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: /* Creating your Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
Getting Started&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
NOTE: '''Unreal Engine 4.27 (Legacy PC Engine) will become obsolete in the future. It's best to use Unreal Engine 5.1.1 (Shack &amp;amp; PC Engine) instead.'''&lt;br /&gt;
&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Shack &amp;amp; PC Engine&lt;br /&gt;
!Legacy PC Engine&lt;br /&gt;
|-&lt;br /&gt;
|Unreal Engine 5.1.1&lt;br /&gt;
|Unreal Engine 4.27.x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1&lt;br /&gt;
&lt;br /&gt;
UE4.27.x modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Enter Username and Password from Mod.io&lt;br /&gt;
# Open your Email and paste the code from the email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally. The Map's UGC expires in a month. You can always make another.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder. DO NOT change your UGC Id unless it expired.'''&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window) if you're on UE5.1.1.&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent your weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=906</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=906"/>
		<updated>2023-09-03T05:51:53Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: /* Setting up the Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
Getting Started&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
NOTE: '''Unreal Engine 4.27 (Legacy PC Engine) will become obsolete in the future. It's best to use Unreal Engine 5.1.1 (Shack &amp;amp; PC Engine) instead.'''&lt;br /&gt;
&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Shack &amp;amp; PC Engine&lt;br /&gt;
!Legacy PC Engine&lt;br /&gt;
|-&lt;br /&gt;
|Unreal Engine 5.1.1&lt;br /&gt;
|Unreal Engine 4.27.x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1&lt;br /&gt;
&lt;br /&gt;
UE4.27.x modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Enter Username and Password from Mod.io&lt;br /&gt;
# Open your Email and paste the code from the email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window) if you're on UE5.1.1.&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent your weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=905</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=905"/>
		<updated>2023-09-03T05:48:50Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: totally a minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
Getting Started&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
NOTE: '''Unreal Engine 4.27 (Legacy PC Engine) will become obsolete in the future. It's best to use Unreal Engine 5.1.1 (Shack &amp;amp; PC Engine) instead.'''&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Shack &amp;amp; PC Engine&lt;br /&gt;
!Legacy PC Engine&lt;br /&gt;
|-&lt;br /&gt;
|Unreal Engine 5.1.1&lt;br /&gt;
|Unreal Engine 4.27.x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1&lt;br /&gt;
UE4.27.x modkit:&lt;br /&gt;
&lt;br /&gt;
UE4.27.x modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Enter Username and Password from Mod.io&lt;br /&gt;
# Open your Email and paste the code from the email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window) if you're on UE5.1.1.&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|Published id if this is a workshop map, otherwise user-generated.&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|User friendly label, ie &amp;quot;My Map&amp;quot;.&lt;br /&gt;
|My Map&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|Version # for this mod/map.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|Thumbnail 512x512.&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|The actual umap (level) to load.&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|Quest Map.&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|Should this map be shown in the map combo boxes?&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|This is a filter for the map browser by game mode.&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|Forces the server to load a bare bone game mode, everything else should be implemented by the GameLogic.&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|For display purposes only in the server browser.&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
These entities are things that should be in your map before publishing to Mod.io or the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light and Directional Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume.&lt;br /&gt;
&lt;br /&gt;
Sphere and Box Reflection Captures are used to get these realistic reflections. Reflection captures prevent your weapons from appearing black when playing.&lt;br /&gt;
&lt;br /&gt;
You can them by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----Bomb Plants are needed for the SND game mode to function properly and at least one bomb site is needed to function.&lt;br /&gt;
&lt;br /&gt;
You can have 2 bomb sites (A &amp;amp; B) but you can have as many bomb plants as you wish.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow.&lt;br /&gt;
&lt;br /&gt;
Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units)&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----Sometimes on a map, you'd want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. This can be done by using a Blocking Volume. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &lt;br /&gt;
&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &lt;br /&gt;
&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your play space. This will kill players that somehow fell out of the map or glitched out of it. &lt;br /&gt;
&lt;br /&gt;
You can also use the Kill Volumes for hazardous environments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water)&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&lt;br /&gt;
&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume.&lt;br /&gt;
&lt;br /&gt;
Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Volumes only come as rectangular prisms.&lt;br /&gt;
&lt;br /&gt;
To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping them.&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=904</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=904"/>
		<updated>2023-09-03T05:08:09Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: totally a minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
Getting Started&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
NOTE: '''Unreal Engine 4.27 (Legacy PC Engine) will become obsolete in the future. It's best to use Unreal Engine 5.1.1 (Shack &amp;amp; PC Engine) instead.'''&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Shack &amp;amp; PC Engine&lt;br /&gt;
!Legacy PC Engine&lt;br /&gt;
|-&lt;br /&gt;
|Unreal Engine 5.1.1&lt;br /&gt;
|Unreal Engine 4.27.x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1&lt;br /&gt;
UE4.27.x modkit:&lt;br /&gt;
&lt;br /&gt;
UE4.27.x modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Enter Username and Password from Mod.io&lt;br /&gt;
# Open your Email and paste the code from the email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add BP_Sky_Sphere (located in the Engine folder), a Directional Light (search for it in the &amp;quot;Place Actors&amp;quot; window), and a Sky Light (search for it in the &amp;quot;Place Actors&amp;quot; window) if you're on UE5.1.1.&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|&lt;br /&gt;
|MyMap&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|&lt;br /&gt;
|2.1&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for Pavlov_Spawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
&lt;br /&gt;
Use together with TeamID.&lt;br /&gt;
|}&lt;br /&gt;
When enabling Special, this allows 5-10 people to spawn from just one Pavlov_Spawn.&lt;br /&gt;
&lt;br /&gt;
==== Migrate maps to Modkit ====&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up re-directors&amp;quot;'''. This will fix all the asset references.&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities ==&lt;br /&gt;
&lt;br /&gt;
==== Lights ====&lt;br /&gt;
----All lights must be set to Static as Pavlov doesn't support Stationary or Movable.&lt;br /&gt;
&lt;br /&gt;
This includes the Directional Light and Sky Light. Spot Lights and Point Lights are the most commonly used in Pavlov maps. There is no limit to the amount of lights that can be inside of your map.&lt;br /&gt;
&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; on the Sky Light to a value between 2-6.&lt;br /&gt;
&lt;br /&gt;
==== Reflection Captures ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Materials &amp;amp; Physical Materials ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Bot Navigation ====&lt;br /&gt;
----In order for bots to walk around your map, a Nav Mesh Bounds Volume is needed for the bots to walk around your map. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
The Nav Volume has to cover '''ALL''' of the walk-able space on your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there are areas that don't connect to each other but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; to fill in those spaces. You can find it by searching for it in the &amp;quot;Place Actors&amp;quot; window.&lt;br /&gt;
&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the nav bounds and the connection indicator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE''': DO NOT''' change the details of the Nav Mesh Bounds Volume or else it won't work!&lt;br /&gt;
&lt;br /&gt;
==== Blocking &amp;amp; Kill Volumes ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Ladders ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Bomb Plants ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== KOTH ====&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=903</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=903"/>
		<updated>2023-09-03T03:05:18Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: totally a minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting Started&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
NOTE: '''Unreal Engine 4.27 (Legacy PC Engine) will become obsolete in the future. It's best to use Unreal Engine 5.1.1 (Shack &amp;amp; PC Engine) instead.'''&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Shack &amp;amp; PC Engine&lt;br /&gt;
!Legacy PC Engine&lt;br /&gt;
|-&lt;br /&gt;
|Unreal Engine 5.1.1&lt;br /&gt;
|Unreal Engine 4.27.x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1&lt;br /&gt;
UE4.27.x modkit:&lt;br /&gt;
&lt;br /&gt;
UE4.27.x modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Enter Username and Password from Mod.io&lt;br /&gt;
# Open your Email and paste the code from the email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add &amp;lt;code&amp;gt;BP_SkySphere&amp;lt;/code&amp;gt; (located in the Engine folder) and &amp;lt;code&amp;gt;Directional Light&amp;lt;/code&amp;gt; (search for it in the &amp;quot;Place Actors&amp;quot; window) if you're on UE5.1.1.&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|&lt;br /&gt;
|MyMap&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|&lt;br /&gt;
|2.1&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for PavlovSpawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
Use together with TeamID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Migrate maps to Modkit ===&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up redirectors&amp;quot;'''. This will fix all the asset references.&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=902</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=902"/>
		<updated>2023-09-03T03:04:04Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: totally a minor edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Getting Started]] page.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Getting Started&lt;br /&gt;
&lt;br /&gt;
== Setting up the Project ==&lt;br /&gt;
NOTE: '''Unreal Engine 4.27 (Legacy PC Engine) will become obsolete in the future. It's best to use Unreal Engine 5.1.1 (Shack &amp;amp; PC Engine) instead.'''&lt;br /&gt;
&lt;br /&gt;
To start making Pavlov Maps, you'll need to register an account for Epic Games and Mod.io (for UE5.1.1). For the Mod.io account, you'll need to verify your email (or else you can't make your maps!).&lt;br /&gt;
&lt;br /&gt;
Epic Games Launcher:&lt;br /&gt;
&lt;br /&gt;
https://store.epicgames.com/en-US/download&lt;br /&gt;
&lt;br /&gt;
Mod.io:&lt;br /&gt;
&lt;br /&gt;
https://mod.io/g/pavlov&lt;br /&gt;
&lt;br /&gt;
You'll also need to install Epic Games Launcher (if you don't have it already). Next, open the Unreal Engine tab in the launcher and install the one you want to mod with (shown below).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Shack &amp;amp; PC Engine&lt;br /&gt;
!Legacy PC Engine&lt;br /&gt;
|-&lt;br /&gt;
|Unreal Engine 5.1.1&lt;br /&gt;
|Unreal Engine 4.27.x&lt;br /&gt;
|}&lt;br /&gt;
NOTE: '''When installing UE5.1.1, select the following to install along with UE5.1.1:'''&lt;br /&gt;
&lt;br /&gt;
* Starter Content&lt;br /&gt;
* Engine Source&lt;br /&gt;
* Android (needed for shack)&lt;br /&gt;
* Linux&lt;br /&gt;
&lt;br /&gt;
Lastly, you need to install the Pavlov VR modkit corresponding to your Engine Version (once on github click &amp;quot;code&amp;quot; then &amp;quot;download zip&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit/tree/5.1.1&lt;br /&gt;
&lt;br /&gt;
UE4.27.x modkit:&lt;br /&gt;
&lt;br /&gt;
https://github.com/vankruptgames/PavlovVR-ModKit&lt;br /&gt;
&lt;br /&gt;
Extract the modkit, and open the project. When loading the project, the modkit will stay at 45% while it compiles shaders. Once it finishes compiling, click window, open Pavlov Workshop then log in to your Mod.io Account (UE5.1.1 only).&lt;br /&gt;
&lt;br /&gt;
UE5.1.1 Login Steps:&lt;br /&gt;
&lt;br /&gt;
# Enter Username and Password from Mod.io&lt;br /&gt;
# Open your Email and paste the code from the email to the Editor (request another if you need it).&lt;br /&gt;
# You're signed in!&lt;br /&gt;
&lt;br /&gt;
To create a mod in UE5.1.1, you need to open the &amp;quot;Create Mod&amp;quot; tab and enter your map name and description. Logo image isn't required when making a map. Once putting in all of the information, press &amp;quot;Create Mod&amp;quot;. This will create a UGCxxxxxxx folder, giving your mod a unique code (shown as the x's) that'll be used to figure out what map is currently being played in a server and if it'll need to be downloaded locally.&lt;br /&gt;
&lt;br /&gt;
NOTE: '''ALL assets used in your map MUST be in your UGCxxxxxxx folder.'''&lt;br /&gt;
&lt;br /&gt;
== Creating your Map ==&lt;br /&gt;
To create your map, you need to enter your UGCxxxxxxx folder (easier to do this) and press CTRL+S (CMD+S on Mac). This saves your map (currently filled with nothing). You can add objects into your map using the &amp;quot;Place Actors&amp;quot; window. You should also add &amp;lt;code&amp;gt;BP_SkySphere&amp;lt;/code&amp;gt; (located in the Engine folder) and &amp;lt;code&amp;gt;Directional Light&amp;lt;/code&amp;gt; (search for it in the &amp;quot;Place Actors&amp;quot; window) if you're on UE5.1.1.&lt;br /&gt;
&lt;br /&gt;
In order for your map to function properly in Pavlov, you need to link your map to the &amp;quot;definition&amp;quot; file in your UGCxxxxxxx folder. In the definition file, you're able to see:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Definition File Contents&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Unique Id (do not change)&lt;br /&gt;
|&lt;br /&gt;
|UGC1234567&lt;br /&gt;
|-&lt;br /&gt;
|Label&lt;br /&gt;
|&lt;br /&gt;
|MyMap&lt;br /&gt;
|-&lt;br /&gt;
|Version&lt;br /&gt;
|&lt;br /&gt;
|2.1&lt;br /&gt;
|-&lt;br /&gt;
|Thumbnail&lt;br /&gt;
|&lt;br /&gt;
|[[File:ChickenTrans.png|frameless|100x100px]]&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|&lt;br /&gt;
|MyMap &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Quest Map&lt;br /&gt;
|&lt;br /&gt;
|MyMapShack &amp;lt;small&amp;gt;(level)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hidden&lt;br /&gt;
|&lt;br /&gt;
|Unchecked&lt;br /&gt;
|-&lt;br /&gt;
|Compatibility&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Custom | Deathmatch | Team Deathmatch&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode&lt;br /&gt;
|&lt;br /&gt;
|Checked&lt;br /&gt;
|-&lt;br /&gt;
|Custom Game Mode Label&lt;br /&gt;
|&lt;br /&gt;
|MyGameMode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should change your &amp;quot;Label&amp;quot; to the name you want your map to have. Version should only be changed if you made changes to an already existing map you've made.&lt;br /&gt;
&lt;br /&gt;
Link your Map or Quest Map to the level you saved earlier which should be called &amp;quot;NewMap&amp;quot; if you haven't changed the name yet. Compatibility should be changed later on (depending on how you make your map) but can be changed now if wanted.&lt;br /&gt;
&lt;br /&gt;
==== Pavlov Game Logic ====&lt;br /&gt;
----Before publishing your map, in order for your map to work, you need to add a Pavlov Game Logic. You can find it by searching it up in the &amp;quot;Place Actors&amp;quot; window. Once placed in the map, change its settings under the Pavlov tab inside of the Game Logic. Set &amp;quot;Definition&amp;quot; to the definition file inside of your UGCxxxxxxx folder. You'll also need to set:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Global Info Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_GlobalInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Info Class&lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerInfo&lt;br /&gt;
|-&lt;br /&gt;
|Player Proxy Class &lt;br /&gt;
|to&lt;br /&gt;
|Pavlov_PlayerProxy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can set these to your own custom info or proxies but these are the ones you should set if you aren't customizing anything.&lt;br /&gt;
&lt;br /&gt;
==== Spawns ====&lt;br /&gt;
----In order to properly spawn in your map, you need Pavlov Spawns in your map (search for PavlovSpawn in &amp;quot;Place Actors&amp;quot;). The settings to the Spawns are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|TeamID&lt;br /&gt;
| -1 = Any Team&lt;br /&gt;
0 = Blue Team (Defenders)&lt;br /&gt;
1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|Dynamic&lt;br /&gt;
|Tick this for Deathmatch.&lt;br /&gt;
This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|Only Team &lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn.&lt;br /&gt;
Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns.&lt;br /&gt;
|-&lt;br /&gt;
|Special&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes.&lt;br /&gt;
Use '''ONLY''' '''ONE''' spawn per Team. Teams will spawn together at one spawn.&lt;br /&gt;
Use together with TeamID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Migrate maps to Modkit ===&lt;br /&gt;
----To migrate maps from Unreal Engine projects to the modkit, open the project with the map, select the level file. Right click the file and select migrate. A folder tree with all the referenced files of the map will show up. Press &amp;quot;OK.&amp;quot; A file explorer will open after and you'll need to find the UGCxxxxxxx folder directory to import the map to the modkit. After, right click the Content root folder and select '''&amp;quot;Fix up redirectors&amp;quot;'''. This will fix all the asset references.&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Update_Changelog&amp;diff=901</id>
		<title>Update Changelog</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Update_Changelog&amp;diff=901"/>
		<updated>2023-09-02T18:07:33Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: Changed &amp;quot;Shack Update&amp;quot; description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Last Shack Update: August 31&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;, 2023 (RC &amp;amp; Live Merged)&lt;br /&gt;
&lt;br /&gt;
Last Shack RC Update: August 30&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 2023 (RC3 Hotfix)&lt;br /&gt;
----Last PC Update: 24th January 2022 (Update 28 Hotfix)&lt;br /&gt;
&lt;br /&gt;
Last PC Beta Update: 23rd Febuary 2023&lt;br /&gt;
----Last PSVR Update: 24th February 2023 (Update Hotfix)&lt;br /&gt;
&lt;br /&gt;
== Last PC Update ==&lt;br /&gt;
Important Notes:&lt;br /&gt;
&lt;br /&gt;
* Updated to Unreal Engine Version 5.1.1 and changed to the OpenXR input standard.&lt;br /&gt;
* Changed the server selection UI to be more streamlined.&lt;br /&gt;
* Added 2 Russian playermodels and 3 Nato playermodels.&lt;br /&gt;
* New spawning logic.&lt;br /&gt;
* Reworked the IK system to allow for new hand poses and proning, also added a 3rd person flinch animation when you are shot.&lt;br /&gt;
* Added 2 new guns, the Skorpion and PKM.&lt;br /&gt;
* Added an in-game mod browser using Mod.io, discontinued steam workshop. &lt;br /&gt;
* Added a new beta branch for the previous update. Update 28 can be accessed through the legacy version and uses Steam Workshop still.&lt;br /&gt;
* Adjusted the audio processing system, this allows for some slightly better reverb and added occlusion through walls, guns also have different sfx.&lt;br /&gt;
* Changed the infection game mode, now selected through the Hide gamemode as a variant.&lt;br /&gt;
* Added Prop hunt, playable on some vanilla maps and some modded maps.&lt;br /&gt;
* Added an admin menu for Community Servers.&lt;br /&gt;
* TTT has new roles (Zombie, Psychopath (reworked Jester), Soulmate, Hypnotist). Adjusted Lone Wolf, added new role icons, and the option for Community servers to select which roles they want to appear.&lt;br /&gt;
* Added volumetrics to smoke.&lt;br /&gt;
* Adjusted weapon balancing.&lt;br /&gt;
* Added resupply crates to The Hide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can find the rest about the update here: [https://steamdb.info/patchnotes/11435766/ SteamDB (U29)],[https://steamdb.info/patchnotes/11462633/ SteamDB (U29.1)]&lt;br /&gt;
&lt;br /&gt;
== Last Shack Update ==&lt;br /&gt;
Important Notes:&lt;br /&gt;
&lt;br /&gt;
* August 31&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Changes to gore settings.&lt;br /&gt;
*** Gruesome will have ragdolls and dismemberment&lt;br /&gt;
*** Normal will have blood and animations (default).&lt;br /&gt;
*** No blood will remove all blood and use animations.&lt;br /&gt;
&lt;br /&gt;
* August 29&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Adjusted MP5 to use sniper scopes.&lt;br /&gt;
** Fixed the crooked holo scope.&lt;br /&gt;
** Fixed exploit in stalingrad.&lt;br /&gt;
** Fixed 2 rare instances that would cause a crash.&lt;br /&gt;
** Adjusted the shack blood color to be darker.&lt;br /&gt;
&lt;br /&gt;
* August 17&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Added reporting to lobby members&lt;br /&gt;
** Added bell sound effects to santorini&lt;br /&gt;
** Added gore&lt;br /&gt;
** Added ragdolls&lt;br /&gt;
** Added all Nato/Russian characters to SND&lt;br /&gt;
* August 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;&lt;br /&gt;
** Fixed issue with tank hit reg.&lt;br /&gt;
&lt;br /&gt;
'''Audio'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Fixed STG44 audio being too loud.&lt;br /&gt;
* Fixed match end cutting out and restarting.&lt;br /&gt;
* Fixed interior MG sounds cutting out.&lt;br /&gt;
* Increased priority on headshot, damage and hit notify sound.&lt;br /&gt;
&lt;br /&gt;
'''Community Servers'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Adjusted max player limit to 24&lt;br /&gt;
&lt;br /&gt;
'''SND'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Added Hunting Rifle + AWP to both teams in SND.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Admin Menu'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Adjusted item selection to stay when command executed.&lt;br /&gt;
* Added missing hypnotist role to admin menu TTTSetRole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can find the rest about the update in the official Pavlov [https://discord.gg/pavlov-vr discord server].&lt;br /&gt;
&lt;br /&gt;
== Last PSVR Update ==&lt;br /&gt;
Important Notes:&lt;br /&gt;
&lt;br /&gt;
* Added Grip Toggle option in the setting&lt;br /&gt;
* Fixed controller issues including jittering&lt;br /&gt;
* Fixed trophies (Dead-ication, SND)&lt;br /&gt;
* Fixed radio&lt;br /&gt;
* Bots spawn in Hide/Infection fixed&lt;br /&gt;
* Fixed dismemberment stretching issues&lt;br /&gt;
* Fixed voice chat issues&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Gamemodes&amp;diff=900</id>
		<title>Gamemodes</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Gamemodes&amp;diff=900"/>
		<updated>2023-08-28T17:26:28Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: Updated SND Description (a tiny bit). Push Description changed. TTT role format changed. TDM and TANKTDM description changed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==Deathmatch==&lt;br /&gt;
&lt;br /&gt;
Team-less free for all against everyone on the server. You have access to every modern weapon via the buy wheel. To win you must have the most kills by the time the timer runs out. &lt;br /&gt;
&lt;br /&gt;
==Gun Game==&lt;br /&gt;
&lt;br /&gt;
Each player spawns with an M249. Once a player receives a kill with the weapon, the next weapon in the list spawns in their hand and they must earn a kill with it. This process continues until a player has killed another player with the knife. There are 26 gun levels.&lt;br /&gt;
&lt;br /&gt;
This is a free-for-all mode, so players are encouraged to kill anyone they see.&lt;br /&gt;
&lt;br /&gt;
Players cannot buy in this game-mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The upgrade list goes as follows:&lt;br /&gt;
*1: M249&lt;br /&gt;
*2: Saiga-12&lt;br /&gt;
*3: M4A1&lt;br /&gt;
*4: AK-47&lt;br /&gt;
*5: AUG A3&lt;br /&gt;
*6: FAMAS F1&lt;br /&gt;
*7: P90&lt;br /&gt;
*8: UMP-45&lt;br /&gt;
*9: PP-19 Bizon-2&lt;br /&gt;
*10: MP5-N&lt;br /&gt;
*11: Mini-UZI&lt;br /&gt;
*12: Barrett M99&lt;br /&gt;
*13: AWP&lt;br /&gt;
*14: G3/SG1&lt;br /&gt;
*15: Kar98k&lt;br /&gt;
*16: SPAS-12&lt;br /&gt;
*17: M590&lt;br /&gt;
*18: Sawed Off Shotgun&lt;br /&gt;
*19: Desert Eagle&lt;br /&gt;
*20: Revolver&lt;br /&gt;
*21: Five-Seven&lt;br /&gt;
*22: TEC-9 &lt;br /&gt;
*23: Beretta M9&lt;br /&gt;
*24: Glock 18C&lt;br /&gt;
*25: M1911A1&lt;br /&gt;
*26: Knife&lt;br /&gt;
&lt;br /&gt;
==WW2 Gun Game==&lt;br /&gt;
&lt;br /&gt;
Same as Gun Game, but with WW2 weapons instead of modern weapons.&lt;br /&gt;
&lt;br /&gt;
==One in the Chamber==&lt;br /&gt;
&lt;br /&gt;
A special version of Deathmatch. Every player spawns with a Golden Deagle that has one single bullet. Each bullet instantly kills another player, and every kill awards one bullet. &lt;br /&gt;
&lt;br /&gt;
So if you miss, you're out of ammo completely. However you have a knife as a backup, and can attempt to get a kill and another bullet. You can use the knife over and over again to gain plenty of ammunition. However, If you die, you get reset back to one bullet, so be careful.&lt;br /&gt;
&lt;br /&gt;
You can shoot 2 bullets without reloading by putting a mag in so the chamber has a bullet in it and putting in a new mag with its own bullet.&lt;br /&gt;
&lt;br /&gt;
==Search and Destroy==&lt;br /&gt;
'''&amp;lt;big&amp;gt;NOTE: Proning is currently disabled in SND for balancing reasons.&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The ''Search and Destroy'' game mode consists of 2 minute rounds. Players have one life per round. The &amp;quot;Terrorists&amp;quot; have the objective of planting the bomb at one of the bombsites, while the &amp;quot;Counter Terrorists&amp;quot; need to defend the bomb locations or defuse the bomb. You can also win a round by killing all enemies. Counter-Terrorists will still need to defuse the bomb after all the Terrorists are dead. First team to 10 wins wins the game. The max amount of rounds in SND is 19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Arming and Defusing'''&lt;br /&gt;
----'''''Terrorists:''''' To arm the bomb, 4 digits are required to be input onto the Number Pad in the correct sequence. The numbers on the top left LCD screen on the bomb shows the sequence of digits that need to be pressed. An incorrect number will reset the sequence.  Once armed, a green light will glow indicating that the bomb is ready to be planted. Now, place it on the Bomb outline at a bombsite to start the timer. Failing to put the Bomb on the outline within roughly 5 seconds, the bomb will reset, requiring you to re-input the code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Counter-Terrorists:''''' Defusing the bomb requires 8 digits to be input onto the Number Pad. Counter-Terrorists may purchase Wire Cutters for $800, which allows a bomb to be defused by clipping the 3 wires on top of the bomb.&lt;br /&gt;
&lt;br /&gt;
'''Money'''&lt;br /&gt;
----All players start the game with $900.&lt;br /&gt;
&lt;br /&gt;
Players are awarded money based on their team performance, losing streaks will increase the amount of money received:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Loss Bonus: $2200&lt;br /&gt;
&lt;br /&gt;
Win Bonus: $3250&lt;br /&gt;
&lt;br /&gt;
Plant Bonus (T ONLY): $500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Kill Bonuses can be found here: [[Weapons|Kill Bonuses]]&lt;br /&gt;
&lt;br /&gt;
Each kill a player receives depends on the weapon used as well as attachments on the weapon.&lt;br /&gt;
&lt;br /&gt;
Players receive round win/loss bonus regardless of whether or not players survived the round. This differs from Counter Strike where Terrorists get no loss bonus if they lived without planting the bomb.&lt;br /&gt;
&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
----Terrorists and Counter-Terrorists have different pools of weapons assigned to them. The weapon pool goes as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Heavy&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700&lt;br /&gt;
|$1600&lt;br /&gt;
|AWP&lt;br /&gt;
|$2200&lt;br /&gt;
|-&lt;br /&gt;
|SKS &lt;br /&gt;
|$2500&lt;br /&gt;
|SCAR 20s&lt;br /&gt;
|$3500&lt;br /&gt;
|-&lt;br /&gt;
|Barret M99&lt;br /&gt;
|$4800&lt;br /&gt;
|Barret M99&lt;br /&gt;
|$4800&lt;br /&gt;
|-&lt;br /&gt;
|PKM&lt;br /&gt;
|$3500&lt;br /&gt;
|FN M249 Saw&lt;br /&gt;
|$3000&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun&lt;br /&gt;
|$1500&lt;br /&gt;
|Shotgun&lt;br /&gt;
|$1500&lt;br /&gt;
|-&lt;br /&gt;
|Drum Shotgun&lt;br /&gt;
|$4200&lt;br /&gt;
|Auto-Shotgun&lt;br /&gt;
|$1800&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off&lt;br /&gt;
|$1000&lt;br /&gt;
|Sawed-Off&lt;br /&gt;
|$1000&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SMGs&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|PP-Bizon&lt;br /&gt;
|$1200&lt;br /&gt;
|UMP&lt;br /&gt;
|$1200&lt;br /&gt;
|-&lt;br /&gt;
|AK-Shorty&lt;br /&gt;
|$1600&lt;br /&gt;
|AR9 &lt;br /&gt;
|$1400&lt;br /&gt;
|-&lt;br /&gt;
|Vector&lt;br /&gt;
|$1550&lt;br /&gt;
|P90&lt;br /&gt;
|$1700&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|$950&lt;br /&gt;
|MP5&lt;br /&gt;
|$1600&lt;br /&gt;
|-&lt;br /&gt;
|VSS&lt;br /&gt;
|$2200&lt;br /&gt;
|UZI&lt;br /&gt;
|$950&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rifles&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|AK47&lt;br /&gt;
|$2500&lt;br /&gt;
|G3&lt;br /&gt;
|$2500&lt;br /&gt;
|-&lt;br /&gt;
|AK12&lt;br /&gt;
|$2600&lt;br /&gt;
|M4&lt;br /&gt;
|$2700&lt;br /&gt;
|-&lt;br /&gt;
|Galil SAR&lt;br /&gt;
|$2300&lt;br /&gt;
|FAMAS&lt;br /&gt;
|$2300&lt;br /&gt;
|-&lt;br /&gt;
|AUG&lt;br /&gt;
|$2300&lt;br /&gt;
|M16&lt;br /&gt;
|$2300&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Gear&lt;br /&gt;
----&lt;br /&gt;
!Item&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|Kevlar Vest&lt;br /&gt;
|$650&lt;br /&gt;
|-&lt;br /&gt;
|Kevlar Vest + Helmet&lt;br /&gt;
|$1000&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang&lt;br /&gt;
|$200&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade&lt;br /&gt;
|$300&lt;br /&gt;
|-&lt;br /&gt;
|Grenade&lt;br /&gt;
|$600&lt;br /&gt;
|-&lt;br /&gt;
|Wire Cutters (CT ONLY)&lt;br /&gt;
|$800&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
|$100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Attachments|Upgrades]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pistols&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|$650&lt;br /&gt;
|Glock-18&lt;br /&gt;
|$650&lt;br /&gt;
|-&lt;br /&gt;
|Five-Seven&lt;br /&gt;
|$500&lt;br /&gt;
|Five-Seven&lt;br /&gt;
|$500&lt;br /&gt;
|-&lt;br /&gt;
|1911&lt;br /&gt;
|$200&lt;br /&gt;
|1911&lt;br /&gt;
|$200&lt;br /&gt;
|-&lt;br /&gt;
|Berretta&lt;br /&gt;
|$250&lt;br /&gt;
|Berretta&lt;br /&gt;
|$250&lt;br /&gt;
|-&lt;br /&gt;
|Revolver&lt;br /&gt;
|$800&lt;br /&gt;
|Revolver&lt;br /&gt;
|$800&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|$800&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|$800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Team Deathmatch==&lt;br /&gt;
&lt;br /&gt;
Two Teams (NATO and Russians) are pitted against each other with the goal of getting the most kills with '''modern weapons''' before the game ends. Spawn times are short and players may purchase weapons until they move too far away from where they spawned.&lt;br /&gt;
&lt;br /&gt;
Players start with a random weapon and $4900. Kills reward $300 and respawning rewards $4000. Any weapon purchased will disable random weapons. When respawning anything you're carrying on your vest when you died will still be with you. &lt;br /&gt;
&lt;br /&gt;
Team-Killing, and committing suicide rewards &amp;lt;code&amp;gt;-4 points&amp;lt;/code&amp;gt; to the player. This doesn't reward the other team with an assist if they (or you) were hit earlier. Dying doesn't affect points.&lt;br /&gt;
&lt;br /&gt;
Getting an assist rewards &amp;lt;code&amp;gt;1 point&amp;lt;/code&amp;gt; and killing an enemy rewards &amp;lt;code&amp;gt;2 points&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==WW2 Team Deathmatch (TANKTDM)==&lt;br /&gt;
&lt;br /&gt;
Two Teams (Germans and Americans) are pitted against each other with the goal of getting the most kills with '''WW&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; weapons''' before the game ends. Tanks are accessible in this gamemode and loot crates will occasionally drop somewhere in the map. Spawn times are short and players may purchase weapons until they move too far away from where they spawned.&lt;br /&gt;
&lt;br /&gt;
Players start with a random weapon and $4900. Kills reward $300 and respawning rewards $4000. Any weapon purchased will disable random weapons. When respawning anything you're carrying on your vest when you died will still be with you. &lt;br /&gt;
&lt;br /&gt;
Team-Killing, and committing suicide rewards &amp;lt;code&amp;gt;-4 points&amp;lt;/code&amp;gt; to the player. This doesn't reward the other team with an assist if they (or you) were hit earlier. Dying doesn't affect points.&lt;br /&gt;
&lt;br /&gt;
Getting an assist rewards &amp;lt;code&amp;gt;1 point&amp;lt;/code&amp;gt; and killing an enemy rewards &amp;lt;code&amp;gt;2 points&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==King of the Hill==&lt;br /&gt;
&lt;br /&gt;
Two Teams (Germans &amp;amp; Americans) compete to gather the most points from an objective. Players fight against each other with '''WW&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; weapons'''. Inside an objective, it'll usually have a loot crate inside containing useful weapons and throwables. To capture the objective, a player needs to be inside of the objective ring. In some KOTH maps, the objective will occasionally move after a period of time. &lt;br /&gt;
&lt;br /&gt;
==TTT==&lt;br /&gt;
&lt;br /&gt;
TTT has a variety of roles under the following four categories, Innocents (Detective, Tank, Sheriff, Innocent, Mercenary, Survivalist, Glitch, Soulmate), Traitors (Traitor, Assassin, Hypnotizer), Solo roles (Psychopath, Lone Wolf), and the Unique roles (Soulmate, Zombie). Roles given to players are randomized. Innocents far outnumber the traitors, and need to kill all antagonist roles. Solos are one of a kind, and can only win if they are the last player remaining. Traitors have to kill all other teams. Unique roles have special jobs to do, Zombies must be the only team remaining while soulmate must survive with their soul-link teammate.&lt;br /&gt;
&lt;br /&gt;
Failure to commit to your roles may reduce your karma, if you kill anyone you're not supposed to. Achieve too low of karma and you'll be kicked from the game.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Detective roles (Allied with Innocents):&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Items&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T DetectiveIcon.png|frameless|20x20px]] Detective   &lt;br /&gt;
|A weight has been placed on your shoulders.&lt;br /&gt;
You have a gaggle of mouthy individuals in your town and they all claim to take no part in this.&lt;br /&gt;
Someone is lying, maybe more.&lt;br /&gt;
Thankfully, the department has issued you a plethora of instruments to aid in the defense of your peoples (even if you don't particularly like them).&lt;br /&gt;
|You spawn with a DNA scanner and a pipe.The DNA scanner can scan dead bodies and dropped items, scanning either will give you a radar-like ping to show you who the DNA belongs to.&lt;br /&gt;
The pipe does nothing, but makes you look cooler.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T SheriffIcon.png|frameless|20x20px]] Sheriff&lt;br /&gt;
|You're here to enact arrests, not executions.&lt;br /&gt;
|You spawn with a taser and handcuffs. Arresting someone will make them drop their weapons.&lt;br /&gt;
Tasers have 2 shots and can arrest from a distance, the taser also does a little bit of damage and makes someone unable to move for a few seconds.&lt;br /&gt;
The handcuffs arrest someone without dealing damage and doesn't immobilize them, using them is a risky move but can save you some karma.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T TankIcon.png|frameless|20x20px]] Tank&lt;br /&gt;
|In a physical sense, you're a tank, you spawn with body armor and extra damage resistance on top of that.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Innocent roles (Allied with Detectives):&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T InnocentIcon.png|frameless|20x20px]] Innocent &lt;br /&gt;
|You didn't do anything wrong, and there's no reason to start now. Just survive as long as you can. Maybe you can help, but you must be certain you're hurting the antagonist(s).&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T MercenaryIcon.png|frameless|20x20px]] Mercenary &lt;br /&gt;
|You have 1 credit to buy an item with, and can only gain more by looting bodies that have credits.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T SurvivalistIcon.png|frameless|20x20px]] Survivalist &lt;br /&gt;
|You start with no credits, but can loot credits from dead bodies of detectives, mercenaries, or traitors to spend in your buy menu.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T GlitchIcon.png|frameless|20x20px]] Glitch &lt;br /&gt;
|You appear with a red T above your head to traitors, but you're actually innocent. They can still see you're not a T if they look at the scoreboard or don't see the T above your head through the environment, so watch out.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Solo roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T JesterIcon.png|frameless|20x20px]] Jester &lt;br /&gt;
|Your goal is to have any Innocent or Innocent-allied player kill you, whilst at least one antagonist (traitors/any solo role) is still alive. If you are killed you come back to life as a psychopath, see role below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While you're still alive you can contribute to the game by killing antagonist roles. However, if you shoot a non-antagonist, the damage you deal will be reflected back onto you.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|Psychopath &lt;br /&gt;
|Your goal is to kill all other players, kind of like the Lone Wolf. However, everyone in the server knows you're the Psychopath and can see the icon above your head, and you're automatically given a radar to ping the location of all other players. The Psychopath also has the same level of damage resistance as the Tank. You don't have access to any buy menus.&lt;br /&gt;
|Spawns randomly on Shack&lt;br /&gt;
On PC, you must be killed as a Jester by an innocent to become a psychopath.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T LonwWolfIcon.png|frameless|20x20px]] Lone Wolf    &lt;br /&gt;
|Your goal is to be the last man standing and kill everyone else in the round, if there are 2 lone wolves, you must kill each other to win. The Lone Wolf will also have 2 credits and access to a special buy menu that combines parts of the traitor's and detective's buy menu.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Traitor roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T TraitorIcon.png|frameless|20x20px]] Traitor&lt;br /&gt;
|These innocents aren't your friends. They must be eliminated carefully. There is more of them than there are of you, so stealth is the key. You have many tools at your disposal but you're funds are limited. See another red T above a player's head? They're on your side, but keep communication on the down-low.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|[[File:T AssassinIcon.png|frameless|20x20px]] Assassin     &lt;br /&gt;
|You spawn with a list of targets, and if you kill them all you instantly win. Winning as the assassin counts as a win for both traitors and assassins. If a player on your target list is killed by another player, or if you kill someone who's not on your list, you can no longer win as the assassin. If a target leaves the game you will lose a target but can still win by killing your remaining targets. However you can still win as a traitor and help your team.&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Hypnotist&lt;br /&gt;
|You spawn with a gadget on your chest called the Hypnotizer, use it on a dead innocent to bring them back to life and make them a traitor.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Unique roles:&lt;br /&gt;
!Roles&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Soulmate &lt;br /&gt;
|You spawn with a name (or 2) on your wrist, you must keep the listed person(s) alive. Their job is to play their role and keep you alive with them. If either of you die then the other soul-linked person will also die.&lt;br /&gt;
|Must be enabled in a custom server's config.&lt;br /&gt;
|-&lt;br /&gt;
|Zombie&lt;br /&gt;
|You spawn solo but can gain teammates with the reusable knife on your chest, stab someone with it and they become a zombie, you can kill whoever you want with your guns but they will not be made a zombie.&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Zombies==&lt;br /&gt;
&lt;br /&gt;
You and your teammates must survive endless waves of zombies, the amount of zombies that spawn will go up every round until round 21 and on where the cap is 999 zombies, you cannot buy at anytime in this game-mode and when you respawn you will get a random weapon, head-shots are instant kills since zombies do not have armor. At the end if every round you may randomly get an attachment, painkillers, or a syringe.&lt;br /&gt;
&lt;br /&gt;
This game-mode is very hard because it's easy to get overwhelmed, but if you and your team work together it will work out just fine, just be weary of friendly fire!&lt;br /&gt;
&lt;br /&gt;
'''Shoving'''&lt;br /&gt;
&lt;br /&gt;
By using either your fists or your weapon, you are able to hit zombies to push them away, while seemingly useless, this may save your life in some situations. There are many ways you can use this to your advantage, whether it's pushing a zombie while running or saving a teammate, you can use this in most situations where shooting would cause more harm than it should.&lt;br /&gt;
&lt;br /&gt;
'''Painkillers and Syringe'''&lt;br /&gt;
&lt;br /&gt;
To use Painkillers, Hold the Trigger and it will open the bottle, tilt so painkillers are upside down and the pills start falling down, and aim near the head, this will heal you over time in 3 bursts. You do not need to take all of them, as a few will heal you, so take some, check health, then take more if necessary. If health is dangerously low, take the entire bottle. To use a syringe simply hold trigger while the needle is in someone and it will revive them, this can be used three times.&lt;br /&gt;
&lt;br /&gt;
'''Loot Crates'''&lt;br /&gt;
&lt;br /&gt;
After every wave, a crate will usually spawn, there are 6 types of crates that can spawn and 2 other upgraded versions of existing crates.&lt;br /&gt;
&lt;br /&gt;
*''Pistol Crates'' which spawn after wave 1 contain a Glock 18, Five-Seven, Revolver and a Deagle.&lt;br /&gt;
&lt;br /&gt;
*''SMG Crates'' which spawn after wave 2 contain 2 UMP-45's, 1 Micro-UZI and a FAMAS, The SMG crate gets upgraded after wave 3 and it will spawn with 1 MP5-N, 1 Micro-UZI, 1 Painkiller and 1 Syringe.&lt;br /&gt;
&lt;br /&gt;
*''Rifle Crates'' can spawn any time after the SMG crate contain 2 AK-47's and 2 M4's, then just like the SMG crate the rifle crate gets an upgrade, now spawning with 1 Syringe, 1 Pain-killer, 1 AK-47 and 1 M4. &lt;br /&gt;
&lt;br /&gt;
*''Mixed Crates'' can spawn instead of the SMG crate, it contains 1 Kar98, 1 M590, 1 UMP-45 and 1 Micro-UZI.&lt;br /&gt;
&lt;br /&gt;
*''Heavy Crates'' spawn with 1 M249, 1 Saiga-12, 1 Spas-12 and 1 G3 Semi-Automatic battle rifle.&lt;br /&gt;
&lt;br /&gt;
*''Attachment Crates'' spawn with 2 Sights, 1 Suppressor, 1 Grip.&lt;br /&gt;
&lt;br /&gt;
'''Meta'''&lt;br /&gt;
&lt;br /&gt;
There are many places in maps where zombies cannot go, you can easily take advantage of some of these places and camp for as long as you want! You could also carry 2 saiga-12s or 2 m249s, one on your back and one in your hand, making an easy switch without the trouble of reloading, great for tight situations.&lt;br /&gt;
&lt;br /&gt;
==The Hidden (aka Hide)==&lt;br /&gt;
&lt;br /&gt;
One team consists of 1-4 powerful players who are 99% invisible, has blades attached to their arms, moves fast, can jump and grab onto ledges, can see through walls, and can heal by stabbing dead bodies. The other team is full of soldiers who have to either kill the monsters or survive until the timer runs out. Throughout the duration of a round, there are objectives that soldiers can work together to capture by occupying them. Once captured, the monster will groan in agony and it's visibility will be increased. Soldiers have access to special items such as tripwire alarms, adrenaline shots, bandages, and special flashbangs that only affect the monsters and not your fellow teammates. A soldier will normally spawn with 4 different items: A primary weapon, a sidearm, and two miscellaneous items like a flashbang, bandage, adrenaline, or tripwire.&lt;br /&gt;
&lt;br /&gt;
This mode has a scaling number of monsters. With less than 10 players, only one monster will spawn. At 10 players, 2 monsters will spawn. At 16 players, 3 monsters will spawn. And at 22 players, 4 monsters will spawn.&lt;br /&gt;
&lt;br /&gt;
Tripwire alarms will show a blue line that, when a monster passes through them, will beep and explode, damaging nearby monsters and soldiers. Adrenaline shots can be used once and will give you a temporary speed boost and 20 health as a shield that you will lose when the effect wears off. Tear and use the trigger to use bandages which will heal you by 33 health, and flashbangs will temporarily blind the monster and cause it to make a noise that can be heard by soldiers to find it's location. It's best to throw flashbangs high into the air as the effects (at least the noise the monster makes when affected) will work on any monster that isn't blocked by objects between where the flashbang goes off and where the monster is.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
&lt;br /&gt;
One team consists of visible Hiddens, the powers of which are the same as above but without any invisibility. At the start of a round, one random player is selected as the Hidden, and has to kill all other soldiers. Each soldier killed will become a Hidden themselves, and the Hidden team have unlimited lives. The first Hidden will always spawn with a grenade.&lt;br /&gt;
&lt;br /&gt;
The soldiers don't spawn with any of the special Hidden items like they do in The Hidden, however they do have the same gun loadouts, minus the tranquilizer loadout. Their goal is to survive until the timer runs out, before all of them become infected.&lt;br /&gt;
&lt;br /&gt;
==Push==&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;This game mode is currently only playable on dedicated servers.&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two Teams compete with each other to either plant or diffuse bombs (slightly similar to SND). One team has to plant and prevent the other team from diffusing them. The second team has to defend bombsites and diffuse bombs.&lt;br /&gt;
&lt;br /&gt;
Both teams can respawn but the team planting bombs has a limited amount of &amp;quot;Tickets&amp;quot; (default set to 50) and their team will lose them for every player that dies. The team that plants bombs can also earn more Tickets for every bomb that explodes (default set to 25).&lt;br /&gt;
&lt;br /&gt;
The teams cannot buy their own weapons, and instead must choose a loadout in the spawn room. There can be a maximum of 7 different loadouts in the spawn room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Planting and Diffusing'''&lt;br /&gt;
----Arming the bomb requires you to spin the pin and pull down. Then plant in one of the bomb outlines and the countdown will start.&lt;br /&gt;
&lt;br /&gt;
Diffusing the bomb requires you to spin the rod and pull outwards (away from the bomb). The bomb will be diffused and the countdown will stop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instructions to arm and diffuse the bomb can also be found in the spawn room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bomb's default explode time is one minute.&lt;br /&gt;
&lt;br /&gt;
==Prop Hunt==&lt;br /&gt;
&lt;br /&gt;
One team consists of players who can transform into various props and try to blend in, and the other team consists of soldiers trying to hunt these props down. Props will automatically taunt at fixed intervals (The length between taunts varies depending on the map), and there's a timer on your scoreboard which shows how long you have left to taunt. You can also manually taunt using your buy menu button, which will reset the auto-taunt timer.&lt;br /&gt;
&lt;br /&gt;
As a soldier, you lose 5 health for every non-player prop you shoot, so try to only shoot props that you believe are players. You also gain a small amount of health upon killing a player prop.&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Gamemodes&amp;diff=899</id>
		<title>Gamemodes</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Gamemodes&amp;diff=899"/>
		<updated>2023-08-27T05:53:58Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: Updated SND Description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Capsule-game}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
t&amp;lt;br /&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==Deathmatch==&lt;br /&gt;
&lt;br /&gt;
Team-less free for all against everyone on the server. You have access to every modern weapon via the buy wheel. To win you must have the most kills by the time the timer runs out. &lt;br /&gt;
&lt;br /&gt;
==Gun Game==&lt;br /&gt;
&lt;br /&gt;
Each player spawns with an M249. Once a player receives a kill with the weapon, the next weapon in the list spawns in their hand and they must earn a kill with it. This process continues until a player has killed another player with the knife. There are 26 gun levels.&lt;br /&gt;
&lt;br /&gt;
This is a free-for-all mode, so players are encouraged to kill anyone they see.&lt;br /&gt;
&lt;br /&gt;
Players cannot buy in this game-mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The upgrade list goes as follows:&lt;br /&gt;
*1: M249&lt;br /&gt;
*2: Saiga-12&lt;br /&gt;
*3: M4A1&lt;br /&gt;
*4: AK-47&lt;br /&gt;
*5: AUG A3&lt;br /&gt;
*6: FAMAS F1&lt;br /&gt;
*7: P90&lt;br /&gt;
*8: UMP-45&lt;br /&gt;
*9: PP-19 Bizon-2&lt;br /&gt;
*10: MP5-N&lt;br /&gt;
*11: Mini-UZI&lt;br /&gt;
*12: Barrett M99&lt;br /&gt;
*13: AWP&lt;br /&gt;
*14: G3/SG1&lt;br /&gt;
*15: Kar98k&lt;br /&gt;
*16: SPAS-12&lt;br /&gt;
*17: M590&lt;br /&gt;
*18: Sawed Off Shotgun&lt;br /&gt;
*19: Desert Eagle&lt;br /&gt;
*20: Revolver&lt;br /&gt;
*21: Five-Seven&lt;br /&gt;
*22: TEC-9 &lt;br /&gt;
*23: Beretta M9&lt;br /&gt;
*24: Glock 18C&lt;br /&gt;
*25: M1911A1&lt;br /&gt;
*26: Knife&lt;br /&gt;
&lt;br /&gt;
==WW2 Gun Game==&lt;br /&gt;
&lt;br /&gt;
Same as Gun Game, but with WW2 weapons instead of modern weapons.&lt;br /&gt;
&lt;br /&gt;
==One in the Chamber==&lt;br /&gt;
&lt;br /&gt;
A special version of Deathmatch. Every player spawns with a Golden Deagle that has one single bullet. Each bullet instantly kills another player, and every kill awards one bullet. &lt;br /&gt;
&lt;br /&gt;
So if you miss, you're out of ammo completely. However you have a knife as a backup, and can attempt to get a kill and another bullet. You can use the knife over and over again to gain plenty of ammunition. However, If you die, you get reset back to one bullet, so be careful.&lt;br /&gt;
&lt;br /&gt;
You can shoot 2 bullets without reloading by putting a mag in so the chamber has a bullet in it and putting in a new mag with its own bullet.&lt;br /&gt;
&lt;br /&gt;
==Search and Destroy==&lt;br /&gt;
&lt;br /&gt;
=== NOTE: Proning is currently disabled in SND for balancing reasons. ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ''Search and Destroy'' game mode consists of 2 minute rounds. Players have one life per round. The &amp;quot;Terrorists&amp;quot; have the objective of planting the bomb at one of the bombsites, while the &amp;quot;Counter Terrorists&amp;quot; need to defend the bomb locations or defuse the bomb. You can also win a round by killing all enemies. Counter-Terrorists will still need to defuse the bomb after all the Terrorists are dead. First team to 10 wins wins the game. The max amount of rounds in SND is 19.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Arming and Defusing'''&lt;br /&gt;
----'''''Terrorists:''''' To arm the bomb, 4 digits are required to be input onto the Number Pad in the correct sequence. The numbers on the top left LCD screen on the bomb shows the sequence of digits that need to be pressed. An incorrect number will reset the sequence.  Once armed, a green light will glow indicating that the bomb is ready to be planted. Now, place it on the Bomb outline at a bombsite to start the timer. Failing to put the Bomb on the outline within roughly 5 seconds, the bomb will reset, requiring you to re-input the code.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Counter-Terrorists:''''' Defusing the bomb requires 8 digits to be input onto the Number Pad. Counter-Terrorists may purchase Wire Cutters for $800, which allows a bomb to be defused by clipping the 3 wires on top of the bomb.&lt;br /&gt;
&lt;br /&gt;
'''Money'''&lt;br /&gt;
----All players start the game with $900.&lt;br /&gt;
&lt;br /&gt;
Players are awarded money based on their team performance, losing streaks will increase the amount of money received:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Loss Bonus : $2200&lt;br /&gt;
&lt;br /&gt;
Win Bonus: $3250&lt;br /&gt;
&lt;br /&gt;
Plant Bonus (T ONLY): $500&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Kill Bonuses can be found here: [[Weapons|Kill Bonuses]]&lt;br /&gt;
&lt;br /&gt;
Each kill a player receives depends on the weapon used as well as attachments on the weapon.&lt;br /&gt;
&lt;br /&gt;
Players receive round win/loss bonus regardless of whether or not players survived the round. This differs from Counter Strike where Terrorists get no loss bonus if they lived without planting the bomb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
----Terrorists and Counter-Terrorists have different pools of weapons assigned to them. The weapon pool goes as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Heavy&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700&lt;br /&gt;
|$1600&lt;br /&gt;
|AWP&lt;br /&gt;
|$2200&lt;br /&gt;
|-&lt;br /&gt;
|SKS &lt;br /&gt;
|$2500&lt;br /&gt;
|SCAR 20s&lt;br /&gt;
|$3500&lt;br /&gt;
|-&lt;br /&gt;
|Barret M99&lt;br /&gt;
|$4800&lt;br /&gt;
|Barret M99&lt;br /&gt;
|$4800&lt;br /&gt;
|-&lt;br /&gt;
|PKM&lt;br /&gt;
|$3500&lt;br /&gt;
|FN M249 Saw&lt;br /&gt;
|$3000&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun&lt;br /&gt;
|$1500&lt;br /&gt;
|Shotgun&lt;br /&gt;
|$1500&lt;br /&gt;
|-&lt;br /&gt;
|Drum Shotgun&lt;br /&gt;
|$4200&lt;br /&gt;
|Auto-Shotgun&lt;br /&gt;
|$1800&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-Off&lt;br /&gt;
|$1000&lt;br /&gt;
|Sawed-Off&lt;br /&gt;
|$1000&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+SMGs&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|PP-Bizon&lt;br /&gt;
|$1200&lt;br /&gt;
|UMP&lt;br /&gt;
|$1200&lt;br /&gt;
|-&lt;br /&gt;
|AK-Shorty&lt;br /&gt;
|$1600&lt;br /&gt;
|AR9 &lt;br /&gt;
|$1400&lt;br /&gt;
|-&lt;br /&gt;
|Vector&lt;br /&gt;
|$1550&lt;br /&gt;
|P90&lt;br /&gt;
|$1700&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|$950&lt;br /&gt;
|MP5&lt;br /&gt;
|$1600&lt;br /&gt;
|-&lt;br /&gt;
|VSS&lt;br /&gt;
|$2200&lt;br /&gt;
|UZI&lt;br /&gt;
|$950&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Rifles&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|AK47&lt;br /&gt;
|$2500&lt;br /&gt;
|G3&lt;br /&gt;
|$2500&lt;br /&gt;
|-&lt;br /&gt;
|AK12&lt;br /&gt;
|$2600&lt;br /&gt;
|M4&lt;br /&gt;
|$2700&lt;br /&gt;
|-&lt;br /&gt;
|Galil SAR&lt;br /&gt;
|$2300&lt;br /&gt;
|FAMAS&lt;br /&gt;
|$2300&lt;br /&gt;
|-&lt;br /&gt;
|AUG&lt;br /&gt;
|$2300&lt;br /&gt;
|M16&lt;br /&gt;
|$2300&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Gear&lt;br /&gt;
----&lt;br /&gt;
!Item&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|Kevlar Vest&lt;br /&gt;
|$650&lt;br /&gt;
|-&lt;br /&gt;
|Kevlar Vest + Helmet&lt;br /&gt;
|$1000&lt;br /&gt;
|-&lt;br /&gt;
|Flashbang&lt;br /&gt;
|$200&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade&lt;br /&gt;
|$300&lt;br /&gt;
|-&lt;br /&gt;
|Grenade&lt;br /&gt;
|$600&lt;br /&gt;
|-&lt;br /&gt;
|Wire Cutters (CT ONLY)&lt;br /&gt;
|$800&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
|$100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Attachments|Upgrades]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pistols&lt;br /&gt;
----&lt;br /&gt;
!Terrorists&lt;br /&gt;
!$&lt;br /&gt;
!Counter-Terrorists&lt;br /&gt;
!$&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|$650&lt;br /&gt;
|Glock-18&lt;br /&gt;
|$650&lt;br /&gt;
|-&lt;br /&gt;
|Five-Seven&lt;br /&gt;
|$500&lt;br /&gt;
|Five-Seven&lt;br /&gt;
|$500&lt;br /&gt;
|-&lt;br /&gt;
|1911&lt;br /&gt;
|$200&lt;br /&gt;
|1911&lt;br /&gt;
|$200&lt;br /&gt;
|-&lt;br /&gt;
|Berretta&lt;br /&gt;
|$250&lt;br /&gt;
|Berretta&lt;br /&gt;
|$250&lt;br /&gt;
|-&lt;br /&gt;
|Revolver&lt;br /&gt;
|$800&lt;br /&gt;
|Revolver&lt;br /&gt;
|$800&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|$800&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|$800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Team Deathmatch==&lt;br /&gt;
&lt;br /&gt;
Two teams are pitted against each other with the goal of accumulating the most kills of the opposite team. Spawn times are short and players may purchase weapons until they move too far away from where they spawned.&lt;br /&gt;
&lt;br /&gt;
Players start with a random weapon and $4900, each kill earning $300 and each respawn earns $4000. &lt;br /&gt;
&lt;br /&gt;
Any weapon purchased will disable random weapons and upon death, you'll spawn with the weapons equipped/holstered to you upon death.&lt;br /&gt;
&lt;br /&gt;
killing a teammate, yourself or pressing the suicide button gives -4 points(hurting but not killing them will not effect the score in any way and does NOT count as an assist for either side if they die later), dying does not effect points (however will award the opposing team 2 points), getting an assist awards 1 point and killing an enemy player awards 2 points.&lt;br /&gt;
&lt;br /&gt;
==Tank Team Deathmatch==&lt;br /&gt;
&lt;br /&gt;
Similar to TDM, but with WW2 weapons/skins as well as tanks. You can't buy weapons in this mode, instead you are given a random &amp;quot;loadout&amp;quot; when spawning in.&lt;br /&gt;
&lt;br /&gt;
==King of the Hill==&lt;br /&gt;
&lt;br /&gt;
Both teams compete to take and hold one objective. When your team has the highest number of players inside the objective, you gain points and each team has to compete to a set number to win. &lt;br /&gt;
&lt;br /&gt;
In some KOTH maps, the objective can move to different locations after a period of time, and often times a &amp;quot;loot crate&amp;quot; will spawn in the middle of each objective containing useful weapons and items.&lt;br /&gt;
&lt;br /&gt;
==TTT==&lt;br /&gt;
&lt;br /&gt;
TTT has a variety of roles under the following four categories, Innocents (Detective, Tank, Sheriff, Innocent, Mercenary, Survivalist, Glitch, Soulmate), Traitors (Traitor, Assassin, Hypnotizer), Solo roles (Psychopath, Lone Wolf), and the Unique roles (Soulmate, Zombie). It's a roll of the dice who gets what. Innocents far outnumber the traitors, and need to kill all antagonist roles. Solos are one of a kind, and can only win if they are the last player remaining. Traitors have to kill all other teams. Unique roles have special jobs to do, Zombies must be the only team remaining while soulmate must survive with their soul-link teammate.&lt;br /&gt;
&lt;br /&gt;
Failure to commit to your roles may reduce your karma, if you kill anyone you're not supposed to. Achieve too low of karma and you'll be kicked from the game.&lt;br /&gt;
&lt;br /&gt;
'''Detective roles (Allied with Innocents):'''&lt;br /&gt;
&lt;br /&gt;
*Detective&lt;br /&gt;
A weight has been placed on your shoulders. You have a gaggle of mouthy individuals in your town and they all claim to take no part in this. Someone is lying, maybe more. Thankfully, the department has issued you a plethora of instruments to aid in the defense of your peoples (even if you don't particularly like them).&lt;br /&gt;
&lt;br /&gt;
You spawn with a DNA scanner and a pipe. The DNA scanner can scan dead bodies and dropped items, scanning either will give you a radar-like ping to show you who the DNA belongs to. The pipe does nothing, but makes you look cooler.&lt;br /&gt;
&lt;br /&gt;
*Sheriff&lt;br /&gt;
You're here to enact arrests, not executions. You spawn with a taser and handcuffs. Arresting someone will make them drop their weapons. Tasers have 2 shots and can arrest from a distance, the taser also does a little bit of damage and makes someone unable to move for a few seconds. The handcuffs arrest someone without dealing damage and doesn't immobilize them, using them is a risky move but can save you some karma.&lt;br /&gt;
&lt;br /&gt;
*Tank&lt;br /&gt;
In a physical sense, you're a tank, you spawn with body armor and extra damage resistance on top of that.&lt;br /&gt;
&lt;br /&gt;
'''Innocent roles (Allied with Detectives):'''&lt;br /&gt;
&lt;br /&gt;
*Innocent&lt;br /&gt;
You didn't do anything wrong, and there's no reason to start now. Just survive as long as you can. Maybe you can help, but you must be certain you're hurting the antagonist(s).&lt;br /&gt;
&lt;br /&gt;
*Mercenary&lt;br /&gt;
You have 1 credit to buy an item with, and can only gain more by looting bodies that have credits.&lt;br /&gt;
&lt;br /&gt;
*Survivalist (No longer in Shack RC, must be enabled in a custom server's config on PC)&lt;br /&gt;
You start with no credits, but can loot credits from dead bodies of detectives, mercenaries, or traitors to spend in your buy menu.&lt;br /&gt;
&lt;br /&gt;
*Glitch (No longer in Shack RC, must be enabled in a custom server's config on PC)&lt;br /&gt;
You appear with a red T above your head to traitors, but you're actually innocent. They can still see you're not a T if they look at the scoreboard or don't see the T above your head through the environment, so watch out.&lt;br /&gt;
&lt;br /&gt;
'''Solo roles:'''&lt;br /&gt;
&lt;br /&gt;
*Jester (Currently not in Shack RC, must be enabled in a custom server's config on PC)&lt;br /&gt;
Your goal is to have any Innocent or Innocent-allied player kill you, whilst at least one antagonist (traitors/any solo role) is still alive. If you are killed you come back to life as a psychopath, see role below.&lt;br /&gt;
&lt;br /&gt;
While you're still alive you can contribute to the game by killing antagonist roles. However, if you shoot a non-antogonist, the damage you deal will be reflected back onto you.&lt;br /&gt;
&lt;br /&gt;
*Psychopath (Spawns randomly on Shack, on PC, you must be killed as a Jester by an innocent to become a psycopath)&lt;br /&gt;
Your goal is to kill all other players, kind of like the Lone Wolf. However, everyone in the server knows you're the Psychopath and can see the icon above your head, and you're automatically given a radar to ping the location of all other players. The Psychopath also has the same level of damage resistance as the Tank. You don't have access to any buy menus.&lt;br /&gt;
&lt;br /&gt;
*Lone Wolf&lt;br /&gt;
Your goal is to be the last man standing and kill everyone else in the round, if there are 2 lone wolves, you must kill each other to win. The Lone Wolf will also have 2 credits and access to a special buy menu that combines parts of the traitor's and detective's buy menu.&lt;br /&gt;
&lt;br /&gt;
'''Traitor roles:'''&lt;br /&gt;
&lt;br /&gt;
*Traitor&lt;br /&gt;
These innocents aren't your friends. They must be eliminated carefully. There is more of them than there are of you, so stealth is the key. You have many tools at your disposal but you're funds are limited. See another red T above a player's head? They're on your side, but keep communication on the down-low.&lt;br /&gt;
&lt;br /&gt;
*Assassin&lt;br /&gt;
You spawn with a list of targets, and if you kill them all you instantly win. Winning as the assassin counts as a win for both traitors and assassins. If a player on your target list is killed by another player, or if you kill someone who's not on your list, you can no longer win as the assassin. If a target leaves the game you will lose a target but can still win by killing your remaining targets.  However you can still win as a traitor and help your team.&lt;br /&gt;
&lt;br /&gt;
* Hypnotist&lt;br /&gt;
&lt;br /&gt;
You spawn with a gadget on your chest called the Hypnotizer, use it on a dead innocent to bring them back to life and make them a traitor.&lt;br /&gt;
&lt;br /&gt;
'''Unique roles:'''&lt;br /&gt;
&lt;br /&gt;
* Soulmate (must be enabled in a custom server's config on PC)&lt;br /&gt;
&lt;br /&gt;
You spawn with a name (or 2) on your wrist, you must keep the listed person(s) alive. Their job is to play their role and keep you alive with them. If either of you die then the other soul-linked person will also die.&lt;br /&gt;
&lt;br /&gt;
* Zombie&lt;br /&gt;
&lt;br /&gt;
You spawn solo but can gain teammates with the reusable knife on your chest, stab someone with it and they become a zombie, you can kill whoever you want with your guns but they will not be made a zombie.&lt;br /&gt;
&lt;br /&gt;
==Zombies==&lt;br /&gt;
&lt;br /&gt;
You and your teammates must survive endless waves of zombies, the amount of zombies that spawn will go up every round until round 21 and on where the cap is 999 zombies, you cannot buy at anytime in this game-mode and when you respawn you will get a random weapon, head-shots are instant kills since zombies do not have armor. At the end if every round you may randomly get an attachment, painkillers, or a syringe.&lt;br /&gt;
&lt;br /&gt;
This game-mode is very hard because it's easy to get overwhelmed, but if you and your team work together it will work out just fine, just be weary of friendly fire!&lt;br /&gt;
&lt;br /&gt;
'''Shoving'''&lt;br /&gt;
&lt;br /&gt;
By using either your fists or your weapon, you are able to hit zombies to push them away, while seemingly useless, this may save your life in some situations. There are many ways you can use this to your advantage, whether it's pushing a zombie while running or saving a teammate, you can use this in most situations where shooting would cause more harm than it should.&lt;br /&gt;
&lt;br /&gt;
'''Painkillers and Syringe'''&lt;br /&gt;
&lt;br /&gt;
To use Painkillers, Hold the Trigger and it will open the bottle, tilt so painkillers are upside down and the pills start falling down, and aim near the head, this will heal you over time in 3 bursts. You do not need to take all of them, as a few will heal you, so take some, check health, then take more if necessary. If health is dangerously low, take the entire bottle. To use a syringe simply hold trigger while the needle is in someone and it will revive them, this can be used three times.&lt;br /&gt;
&lt;br /&gt;
'''Loot Crates'''&lt;br /&gt;
&lt;br /&gt;
After every wave, a crate will usually spawn, there are 6 types of crates that can spawn and 2 other upgraded versions of existing crates.&lt;br /&gt;
&lt;br /&gt;
*''Pistol Crates'' which spawn after wave 1 contain a Glock 18, Five-Seven, Revolver and a Deagle.&lt;br /&gt;
&lt;br /&gt;
*''SMG Crates'' which spawn after wave 2 contain 2 UMP-45's, 1 Micro-UZI and a FAMAS, The SMG crate gets upgraded after wave 3 and it will spawn with 1 MP5-N, 1 Micro-UZI, 1 Painkiller and 1 Syringe.&lt;br /&gt;
&lt;br /&gt;
*''Rifle Crates'' can spawn any time after the SMG crate contain 2 AK-47's and 2 M4's, then just like the SMG crate the rifle crate gets an upgrade, now spawning with 1 Syringe, 1 Pain-killer, 1 AK-47 and 1 M4. &lt;br /&gt;
&lt;br /&gt;
*''Mixed Crates'' can spawn instead of the SMG crate, it contains 1 Kar98, 1 M590, 1 UMP-45 and 1 Micro-UZI.&lt;br /&gt;
&lt;br /&gt;
*''Heavy Crates'' spawn with 1 M249, 1 Saiga-12, 1 Spas-12 and 1 G3 Semi-Automatic battle rifle.&lt;br /&gt;
&lt;br /&gt;
*''Attachment Crates'' spawn with 2 Sights, 1 Suppressor, 1 Grip.&lt;br /&gt;
&lt;br /&gt;
'''Meta'''&lt;br /&gt;
&lt;br /&gt;
There are many places in maps where zombies cannot go, you can easily take advantage of some of these places and camp for as long as you want! You could also carry 2 saiga-12s or 2 m249s, one on your back and one in your hand, making an easy switch without the trouble of reloading, great for tight situations.&lt;br /&gt;
&lt;br /&gt;
==The Hidden (aka Hide)==&lt;br /&gt;
&lt;br /&gt;
One team consists of 1-4 powerful players who are 99% invisible, has blades attached to their arms, moves fast, can jump and grab onto ledges, can see through walls, and can heal by stabbing dead bodies. The other team is full of soldiers who have to either kill the monsters or survive until the timer runs out. Throughout the duration of a round, there are objectives that soldiers can work together to capture by occupying them. Once captured, the monster will groan in agony and it's visibility will be increased. Soldiers have access to special items such as tripwire alarms, adrenaline shots, bandages, and special flashbangs that only affect the monsters and not your fellow teammates. A soldier will normally spawn with 4 different items: A primary weapon, a sidearm, and two miscellaneous items like a flashbang, bandage, adrenaline, or tripwire.&lt;br /&gt;
&lt;br /&gt;
This mode has a scaling number of monsters. With less than 10 players, only one monster will spawn. At 10 players, 2 monsters will spawn. At 16 players, 3 monsters will spawn. And at 22 players, 4 monsters will spawn.&lt;br /&gt;
&lt;br /&gt;
Tripwire alarms will show a blue line that, when a monster passes through them, will beep and explode, damaging nearby monsters and soldiers. Adrenaline shots can be used once and will give you a temporary speed boost and 20 health as a shield that you will lose when the effect wears off. Tear and use the trigger to use bandages which will heal you by 33 health, and flashbangs will temporarily blind the monster and cause it to make a noise that can be heard by soldiers to find it's location. It's best to throw flashbangs high into the air as the effects (at least the noise the monster makes when affected) will work on any monster that isn't blocked by objects between where the flashbang goes off and where the monster is.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
&lt;br /&gt;
One team consists of visible Hiddens, the powers of which are the same as above but without any invisibility. At the start of a round, one random player is selected as the Hidden, and has to kill all other soldiers. Each soldier killed will become a Hidden themselves, and the Hidden team have unlimited lives. The first Hidden will always spawn with a grenade.&lt;br /&gt;
&lt;br /&gt;
The soldiers don't spawn with any of the special Hidden items like they do in The Hidden, however they do have the same gun loadouts, minus the tranquilizer loadout. Their goal is to survive until the timer runs out, before all of them become infected.&lt;br /&gt;
&lt;br /&gt;
==Push==&lt;br /&gt;
&lt;br /&gt;
'''This gamemode is currently only playable on dedicated servers.''' &lt;br /&gt;
&lt;br /&gt;
One team defends multiple sets of objectives, and the other team has to attack these objectives. The attackers have a limited number of &amp;quot;Tickets&amp;quot;, and lose one ticket for every player who dies. &lt;br /&gt;
&lt;br /&gt;
Players cannot buy weapons in this mode, and instead must choose a loadout in the spawn room. Push maps can have a maximum of 7 different loadouts, each with their own number of slots per class. &lt;br /&gt;
&lt;br /&gt;
Arming the bomb requires you to spin the rod then pull down, and disarming requires you to spin the rod and pull outwards away from the bomb. &lt;br /&gt;
&lt;br /&gt;
^ Directions on how to arm or disarm the bomb can be found in the spawn room for each team, with pictures to help you understand if this explanation isn't clear. ^&lt;br /&gt;
&lt;br /&gt;
==Prophunt==&lt;br /&gt;
&lt;br /&gt;
One team consists of players who can transform into various props and try to blend in, and the other team consists of soldiers trying to hunt these props down. Props will automatically taunt at fixed intervals (The length between taunts varies depending on the map), and there's a timer on your scoreboard which shows how long you have left to taunt. You can also manually taunt using your buy menu button, which will reset the auto-taunt timer.&lt;br /&gt;
&lt;br /&gt;
As a soldier, you lose 5 health for every non-player prop you shoot, so try to only shoot props that you believe are players. You also gain a small amount of health upon killing a player prop.&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=Getting_Started&amp;diff=898</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=Getting_Started&amp;diff=898"/>
		<updated>2023-08-26T16:18:49Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: Fixed descriptions to match with RC3's release.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Capsule-editor}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Download Unreal Engine ==&lt;br /&gt;
[[File:UE4 Editor.png|thumb|The default layout of the UE4 Editor]]&lt;br /&gt;
1. Register an Unreal Engine Account and download the Unreal Engine Launcher at [https://www.unrealengine.com/ UnrealEngine.com] &amp;lt;br /&amp;gt;&lt;br /&gt;
2. Once you have downloaded and installed the launcher you need to login with the Account you just created. &amp;lt;br /&amp;gt;&lt;br /&gt;
3. Go to the &amp;quot;Unreal Engine&amp;quot; Tab and select &amp;quot;Library&amp;quot; on the left. '''(DO NOT press &amp;quot;Install Engine&amp;quot; as this will install the latest Engine build.)''' &amp;lt;br /&amp;gt;&lt;br /&gt;
4. In the Libraries window press the '''&amp;quot;+ Add Engine Version&amp;quot;''', select your '''Engine Version''' and press on the yellow '''&amp;quot;Install&amp;quot;''' Button. Specify the installation path and continue. &amp;lt;br /&amp;gt;&lt;br /&gt;
5. The engine will now download and install. Wait for it to finish and proceed with the next step.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Engine Version'''&lt;br /&gt;
|'''Branch'''&lt;br /&gt;
|-&lt;br /&gt;
|'''UE4.21.x'''&lt;br /&gt;
|PC/Shack Main Branch&lt;br /&gt;
|-&lt;br /&gt;
|'''UE5.1.x'''&lt;br /&gt;
|PC Beta/Shack RC Branch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:If you need further instructions on how to create an Unreal Engine Account and installing the engine please visit [https://docs.unrealengine.com/latest/INT/GettingStarted/Installation/index.html#bookmark1 the official Unreal Engine Documentation &amp;quot;Installing UE4&amp;quot; website]&lt;br /&gt;
&lt;br /&gt;
== Download the PavlovVR ModKit (Workshop Tools) ==&lt;br /&gt;
1. You can download Modkit from the [https://github.com/vankruptgames/PavlovVR-ModKit Pavlov Modkit Github]. &amp;lt;br /&amp;gt;&lt;br /&gt;
2. PC and Shack RC share a Modkit branch. Click near the top left on &amp;quot;master&amp;quot; and select either the 4.21(Shack Live) or the 5.1.1(PC Beta/Shack RC) branch. &amp;lt;br /&amp;gt;&lt;br /&gt;
3. Select the green &amp;quot;Code&amp;quot; drop down button and then select &amp;quot;Download ZIP&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== Setting up a new project ==&lt;br /&gt;
[[File:Setup_Example.png|thumb|Setup Example]]&lt;br /&gt;
1. Extract the &amp;quot;Pavlov.uproject&amp;quot; file, &amp;quot;Config&amp;quot; folder, and &amp;quot;Plugins&amp;quot; folder from the downloaded &amp;quot;PavlovVR-ModKit-master.zip&amp;quot; to your Unreal Project folder (Example: C:\My Documents\Unreal Projects\*ProjectNameHere*\*ExtractedFiles*) &amp;lt;br /&amp;gt;&lt;br /&gt;
:NOTE: '''Do not rename the Pavlov.uproject.''' &amp;lt;br /&amp;gt;&lt;br /&gt;
2. Are you creating a Pavlov PC map or Pavlov Shack (quest) map? &amp;lt;br /&amp;gt;&lt;br /&gt;
:'''[Pavlov PC]''' Steam should be open and logged into an Account that owns Pavlov. Completely close and reopen your Epic Games Launcher and open the Pavlov project from the Libraries tab. &amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
:'''[Pavlov Shack]''' Do not open steam, or logout / put it in offline mode.  When you launch into UE4 editor, it should ask you if you are making a Shack Mod, answer yes.  Highly recommend following Junt's tutorial - as he goes into a variety of useful areas:  https://www.youtube.com/watch?v=dWMxWHxCa4U&lt;br /&gt;
3. Wait for the Editor to load (The first time you open UE4, expect it to hang at 45% for about an hour.) &amp;lt;br /&amp;gt;&lt;br /&gt;
4. In the UE4 Editor, the first thing you have to do is to go to &amp;quot;Window&amp;quot; and select &amp;quot;Pavlov Workshop&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
5. In the Pavlov Workshop window - there are differences based on Pavlov PC and Pavlov Shack maps.&lt;br /&gt;
:'''[Pavlov PC]'''Press the &amp;quot;Create New&amp;quot; button '''once''' and wait for it to finish. This will create a new and unique UGCXXXXX folder inside the *ProjectNameHere*\Content\CustomMaps folder. Close the window. &amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
:'''[Pavlov Shack]''' On the setup tab, the map file name follows convention &amp;lt;creator&amp;gt;_&amp;lt;mapname&amp;gt;.  Eg. John_PoolDay for example. This will also create a new and unique SVR_&amp;lt;map name&amp;gt; folder inside the *ProjectNameHere*\Content\CustomMaps folder. Close the window. &amp;lt;br /&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
:NOTE: [Both PC and Shack] '''ALL Assets need to be inside the map folder (UGCXXXXX or SVR_YYYY_ZZZZ)''' otherwise those assets will not be included in the map and won't work ingame later on. '''DO NOT rename or delete this folder'''. &amp;lt;br /&amp;gt;&lt;br /&gt;
6. Create a new Map asset by saving the Untitled template map anywhere inside the map folder. &amp;lt;br /&amp;gt;&lt;br /&gt;
7. Open the &amp;quot;Definition&amp;quot; file inside the map folder and enter a Label (Map Name) and reference the Map file you just saved. You can set a Thumbnail for the map by importing a 512x512 PNG Image file. Do not change the UGC ID. Under Compatibility you can set the gamemodes your map will support.  For shack, make sure CUSTOM is selected so it is created as a custom map. &amp;lt;br /&amp;gt;&lt;br /&gt;
:NOTE: '''Do not rename or delete the Definition file.''' &amp;lt;br /&amp;gt;&lt;br /&gt;
8. Press the Save button and close the window. &amp;lt;br /&amp;gt;&lt;br /&gt;
9. In the Modes window on the left of the screen, type &amp;quot;Pavlov&amp;quot; into the Search Classes field. &amp;lt;br /&amp;gt;&lt;br /&gt;
10. Drag and drop a Pavlov Game Logic object anywhere on the map. Place any additional gamemode assets you want as well. (There should already be 1 player spawn placed; you need at least 1 to play the map) &amp;lt;br /&amp;gt;&lt;br /&gt;
:NOTE: If the player spawn says &amp;quot;BAD SIZE&amp;quot;, it's too far into the floor and you will fall through the floor when you spawn. &amp;lt;br /&amp;gt;&lt;br /&gt;
11. Double click the Pavlov Game Logic object you just placed and in the Details tab select the Definition file. &amp;lt;br /&amp;gt;&lt;br /&gt;
12. Delete '''Player Start''' and '''Atmospheric Fog''' assets from map.  These assets do not work with Pavlov maps.  The player start will be replaced later with player spawns. &amp;lt;br /&amp;gt;&lt;br /&gt;
13. Go to File and press Save All. The map should now be ready to Stage or Deploy. &amp;lt;br /&amp;gt;&lt;br /&gt;
:TIP: Every time you open the project you will see a new unsaved, untitled template map. To make UE4 load straight into your actual map, go to Edit, select Project Settings, and in the Default Maps area reference your Map asset in the Editor Startup Map dropdown. &amp;lt;br /&amp;gt;&lt;br /&gt;
:TIP2: Each new project will have a setting enabled by default that will launch Steam VR upon opening the project. Disable this in Unreal via Edit &amp;gt; Plugins, left panel: Virtual Reality &amp;gt; Steam VR. Uncheck the box and restart Unreal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:For more information on how to develop a map and how Unreal Engine works, please visit [https://docs.unrealengine.com/latest/INT/GettingStarted/index.html the official Unreal Engine 4 Documentation &amp;quot;Getting Started&amp;quot; website] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Migrating an existing map from another UE4 Project ==&lt;br /&gt;
Make sure you followed all the previous steps before doing this. &amp;lt;br /&amp;gt;&lt;br /&gt;
1. Open the origin project with the Map you want to migrate. &amp;lt;br /&amp;gt;&lt;br /&gt;
2. Find your Map file in the Content Browser, right click on it, and select &amp;quot;Migrate...&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
3. You will see a folder tree with all the referenced files of the map. Press &amp;quot;OK&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
4. A Windows Explorer prompt will appear. Select the &amp;quot;Content&amp;quot; folder of your destination Project (Default path is \Users\*winuser*\My Documents\Unreal Projects\) and press &amp;quot;OK&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
5. Close the origin project and open the Pavlov project you just migrated to. &amp;lt;br /&amp;gt;&lt;br /&gt;
6. Move the migrated Map file and all the extra folders that came with it somewhere '''inside''' the UGCXXXXX folder. (Click the icon next to the &amp;quot;Seach Folders&amp;quot; field that toggles &amp;quot;Show the Sources Panel&amp;quot;. Drag and drop the folders/files inside this panel to move them around.) &amp;lt;br /&amp;gt;&lt;br /&gt;
7. Right click the Content root folder and select '''&amp;quot;Fix up redirectors&amp;quot;''' This will fix all the asset references so they are correctly pointing to each other within the UGCXXXXX folder. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:For more information on how to migrate Assets to other Projects, visit [https://docs.unrealengine.com/latest/INT/Engine/Content/Browser/UserGuide/Migrate/ the official Unreal Engine 4 Documentation &amp;quot;Migrating Assets&amp;quot; website] &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mandatory Entities and their Configuration ==&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
&lt;br /&gt;
Pavlov VR only works with '''static baked lightning''' so you have to use a &amp;quot;Directional Light&amp;quot; entity with the '''&amp;quot;Mobility&amp;quot; set to &amp;quot;Static&amp;quot;''' &amp;lt;br /&amp;gt;&lt;br /&gt;
Use a &amp;quot;Skylight&amp;quot; Entity for a realistic outdoor lightning. It also '''needs to be set to &amp;quot;Static&amp;quot;'''. &amp;lt;br /&amp;gt;&lt;br /&gt;
For a more realistic look and better clarity in VR set the &amp;quot;Indirect Lightning Intensity&amp;quot; to a value between 2-6. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can use as many &amp;quot;Point Lights&amp;quot; and &amp;quot;Spot Lights&amp;quot; as you like, as long as they're set to &amp;quot;static&amp;quot; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spawns===&lt;br /&gt;
&lt;br /&gt;
To be able to play your map, you need to have valid Spawnpoints. &amp;lt;br /&amp;gt;&lt;br /&gt;
Use the &amp;quot;Pavlov Spawn&amp;quot; Entities from the &amp;quot;All Classes&amp;quot; category on the left in the &amp;quot;Modes&amp;quot; window, or use the searchbar at the top of the &amp;quot;Modes&amp;quot; window. &amp;lt;br /&amp;gt;&lt;br /&gt;
You need to configure them according to the gamemodes you want to support with your map. &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Spawnflags&lt;br /&gt;
|-&lt;br /&gt;
|'''TeamID'''&lt;br /&gt;
|0 = Blue Team (Defenders) , 1 = Red Team (Attackers)&lt;br /&gt;
|-&lt;br /&gt;
|'''Dynamic'''&lt;br /&gt;
|Tick this for Deathmatch, This prevents spawning inside another person who occupies the spawn area&lt;br /&gt;
|-&lt;br /&gt;
|'''Only Team'''&lt;br /&gt;
|Use this Together with the TeamID parameter to only allow for a certain team to spawn. Search &amp;amp; Destroy (S&amp;amp;D) spawns needs this. Uncheck for random Deathmatch spawns&lt;br /&gt;
|-&lt;br /&gt;
|'''Special'''&lt;br /&gt;
|Tick this for marking the Spawn to be used for Search &amp;amp; Destroy gamemodes. Use '''only ONE''' spawn per Team.. Teams will spawn together at one spawn. Use together with TeamID&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When using S&amp;amp;D &amp;quot;Special&amp;quot; spawns, make sure to leave some space to the right of it, as the other 4 Players will spawn in a line next to it. &amp;lt;br /&amp;gt;&lt;br /&gt;
To set a spawn as DM only, use 2 in TeamID.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Protip: Select a spawn and move it '''above''' the position where you like it. Then press &amp;quot;END&amp;quot; to drop it to the floor. This will make sure that you'll spawn correctly ingame without falling trough the floor. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bot Navigation===&lt;br /&gt;
&lt;br /&gt;
[[File:UE4 Nav Mesh.png|thumb|The Navigation Mesh Visualisation in action]]&lt;br /&gt;
To make the Bots move on your map, you need to add a &amp;quot;Nav Mesh Bounds Volume&amp;quot;, which you can find under the &amp;quot;Volumes&amp;quot; Category in the &amp;quot;Modes&amp;quot; Window. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Volume needs to cover '''ALL''' of the walkable space of your map. &amp;lt;br /&amp;gt;&lt;br /&gt;
Press &amp;quot;P&amp;quot; on your keyboard to get a visual representation of the Navigation Mesh. The green area represents the walkable space for the Bots. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''DO NOT''' make '''ANY''' changes to the settings of the volume in the &amp;quot;Details&amp;quot; window, since this will cause the Bots to not move at all. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Bots will only move between areas that are clearly connected with the Navigation Mesh. (check the &amp;quot;P&amp;quot; Navigation visualisation) &amp;lt;br /&amp;gt;&lt;br /&gt;
To connect areas that don't connect to eachother but are wide enough to fit a player, you can use a &amp;quot;Nav Link Proxy&amp;quot; &amp;lt;br /&amp;gt;&lt;br /&gt;
Drag a &amp;quot;Nav Link Proxy&amp;quot; from the &amp;quot;All Classes&amp;quot; category in your map. The Proxy has two beacons that need to touch the green area of the Nav Mesh. &amp;lt;br /&amp;gt;&lt;br /&gt;
Press &amp;quot;P&amp;quot; to see the bounds and the connection indicator.  Align the two beacons so they connect the two Nav Mesh areas. This way you can link a narrow doorway that won't connect to the Nav Mesh. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can change the Nav Link to be one way by changing the &amp;quot;Link Direction&amp;quot; setting in the &amp;quot;Details&amp;quot; window. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reflection Captures===&lt;br /&gt;
&lt;br /&gt;
[[File:UE4 Reflection Captures.png|thumb|A Sphere- and Box Reflection Capture]]&lt;br /&gt;
Reflection Captures are needed to have realistic reflections on all surfaces that are inside the reflection volume. &amp;lt;br /&amp;gt;&lt;br /&gt;
There are 2 Types of Reflection Captures avaiable. &amp;quot;Box-&amp;quot; and &amp;quot;Sphere Reflection Captures&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
The only difference is the shape, so you can adjust the volumes to your level geometry. &amp;lt;br /&amp;gt;&lt;br /&gt;
Having Reflection Captures in your map prevents shiny and reflective surfaces from looking pitch black ingame. (e.g. Weapons) &amp;lt;br /&amp;gt;&lt;br /&gt;
Drag and Drop them into your Level from the &amp;quot;Visual Effects&amp;quot; Category of the &amp;quot;Modes&amp;quot; window. &amp;lt;br /&amp;gt;&lt;br /&gt;
Adjust the size to the aproximate size of your room on eye level. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bomb Spots===&lt;br /&gt;
&lt;br /&gt;
Search &amp;amp; Destroy maps need at least one bombspot. You can have up to 2 seperate bombspots ( A and B ) But you can have as many Bomb Placement Spots for the two Spots. &amp;lt;br /&amp;gt;&lt;br /&gt;
Drag the &amp;quot;Pavlov Bomb Spot&amp;quot; from the &amp;quot;All Classes&amp;quot; category on the left in the &amp;quot;Modes&amp;quot; window into you map. &amp;lt;br /&amp;gt;&lt;br /&gt;
By default the Bombspots will be treated as bombspot &amp;quot;A&amp;quot;. To change it, simply tick the checkbox &amp;quot;Is B&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
The bomb will be placed at the root of the red arrow facing the direction of the arrow. Leave some space between the wall and the arrow, otherwise the Bomb will clip into the wall. (About 5 Units) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===King of the Hill===&lt;br /&gt;
[[File:KOTHsettings.PNG|thumb|How to adjust King of the Hill for your map]]&lt;br /&gt;
The blueprint actors can be found in the CustomMapTools Content folder -&amp;gt; Blueprints (please make sure &amp;quot;show plugin content&amp;quot; is enabled in your view options for your content browser&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To place a KOTH point, drag BP_KOTHObjectiveProxy onto your map where you want hill points to show up, similar to placing CTF flag points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you want to edit the score to win or limited ammo, then you place a BP_KOTHSettingsProxy into the level and adjust the settings accordingly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blocking Volumes===&lt;br /&gt;
&lt;br /&gt;
Apart from regular walls, sometimes you want to use an &amp;quot;Invisible Wall&amp;quot; for blocking access to a certain area of the map. &amp;lt;br /&amp;gt;&lt;br /&gt;
To create an &amp;quot;Invisible Wall&amp;quot;, drag a &amp;quot;Blocking Volume&amp;quot; from the &amp;quot;Volumes&amp;quot; category into your level and scale it to your liking. &amp;lt;br /&amp;gt;&lt;br /&gt;
The Geometry Editing Tool can also be used on this volume to easily adjust it to your Level Geometry. &amp;lt;br /&amp;gt;&lt;br /&gt;
Use Blocking Volumes as a ramp over stairs to prevent the VR camera from aggressively hopping when walking up stairs. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can also use them for smoothing out narrow and busy areas to prevent getting stuck and assure smooth gameplay. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Killing Volumes===&lt;br /&gt;
&lt;br /&gt;
Put a &amp;quot;Pavlov Kill Volume&amp;quot; about 1000 - 2000 units under your map, that is a bit bigger than your playspace.&lt;br /&gt;
This will kill players that somehow fell out of the map or gliched out of it. &amp;lt;br /&amp;gt;&lt;br /&gt;
You can also use the Kill Volumes for harzardous enviroments in that the Player should die when touching the Volume. (e.g. the front of a moving train or a pool of lava/deep water) &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pavlov Game Logic===&lt;br /&gt;
&lt;br /&gt;
You must add this to your level or the Map will not show up ingame.&amp;lt;br /&amp;gt;&lt;br /&gt;
This object can be placed anywhere in your Map.&amp;lt;br /&amp;gt;&lt;br /&gt;
Once you place the object in your level, you have to assign the definition file in the object's Details by doubleclicking it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ladders===&lt;br /&gt;
&lt;br /&gt;
Overcoming walk-able angle restrictions is possible by using Pavlov Ladder Volumes.&amp;lt;br /&amp;gt;&lt;br /&gt;
The player will only stick to player-collidable surfaces contained inside the Pavlov Ladder Volume. Avoid overlapping Pavlov Ladder Volumes as this can cause the player to glitch between them.&amp;lt;br /&amp;gt;&lt;br /&gt;
The Volumes only come as rectangular prisms. To match the shape of a surface that isn't rectangular/square, use many smaller Volumes without overlapping or have a large one that overextends as long as the overextended region isn't encompassing player-collidable surfaces you don't intend to be climbable.&amp;lt;br /&amp;gt;&lt;br /&gt;
:TIP: '''Work in Player Collision View Mode to better see where the extents of the Volume need to be.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bullet Penetration - Physical Materials===&lt;br /&gt;
&lt;br /&gt;
[[File:PhysMaterial01.jpg|thumb|Show Plugin Content]]&lt;br /&gt;
To enable bullet penetration, you first have to show the Plugin Content. Do this by selecting the View Options in the Content Browser and enabled Show Plugin Content. Next open your material, go into the General tab and select the Phys Material based on the object you're using. &amp;lt;br /&amp;gt;&lt;br /&gt;
There are two options, normal and thin. Thin will be penetrable. &amp;lt;br /&amp;gt;&lt;br /&gt;
Physical materials will also change the physics of the objects so metal sounds like metal, wood sounds like wood.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shack Tips ==&lt;br /&gt;
- Don't use textures bigger than 512p since everything will be downsized to max 512. &amp;lt;br /&amp;gt;&lt;br /&gt;
- Keep your UV's inside 0 to 1 coordinates. Every UV bigger as 1 or smaller than 0 will result in pixelated textures on the quest&amp;lt;br /&amp;gt;&lt;br /&gt;
- Build your map from segments and merge Actors then as chuncks to improve performance&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Testing your Map ==&lt;br /&gt;
There are different methods to test Pavlov PC and Pavlov Shack maps.  To test either type of map, start by openning the &amp;quot;Pavlov Workshop&amp;quot; window by clicking on &amp;quot;Window&amp;quot; &amp;gt; &amp;quot;Pavlov Workshop&amp;quot;, then follow platform specific steps below. &amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[Pavlov PC Map]&lt;br /&gt;
:Click on the &amp;quot;Testing&amp;quot; tab and then press the &amp;quot;Stage&amp;quot; button and wait for it to finish. It is finished when the 3 dots stop flashing and the &amp;quot;Stage&amp;quot; button returns.&amp;lt;br /&amp;gt;&lt;br /&gt;
:This will create a local .pak file in your game's &amp;quot;\Pavlov\Content\Paks&amp;quot; folder, so you can load up the map offline for testing. &amp;lt;br /&amp;gt;&lt;br /&gt;
:You can only Stage one map at a time. If you have already Deployed the map to The Workshop, you must be unsubscribed to it before playing a locally staged version of it.&amp;lt;br /&amp;gt;&lt;br /&gt;
::NOTE: '''Your project won't Stage or Deploy if any asset filepaths exceed 260 characters.''' &amp;lt;br /&amp;gt;&lt;br /&gt;
::TIP: '''View your Output Log when you Stage or Deploy to see if any errors or warnings occur. Do this by going to Window &amp;gt; Developer Tools &amp;gt; Output Log.''' &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[Pavlov Shack Map]&lt;br /&gt;
: Click on Server Map tab, make sure Android is checked for target, then press build selected platforms button. &amp;lt;br/&amp;gt;&lt;br /&gt;
: The map will be created in folder xxxx, which you then deploy to a dedicated server or your oculus quest for testing. &amp;lt;br /&amp;gt;&lt;br /&gt;
::NOTE: For Shack build 24 and onwards, maps go in /sdcard/Android/data/com.vankrupt.pavlovbeta/files/maps. Before build 24, they were in /sdcard/pavlov/maps.&lt;br /&gt;
&lt;br /&gt;
Testing tip:&amp;lt;br /&amp;gt;&lt;br /&gt;
Download the [https://my.hidrive.com/share/5rp-fojpmp copy2quest tool]  &amp;lt;br /&amp;gt;&lt;br /&gt;
This application creates an entry in the explorer menu called &amp;quot;Copy to Quest&amp;quot;&lt;br /&gt;
To use it just right click on a folder or file and select &amp;quot;Copy to Quest&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In the path_config.txt you have to specify the Quest folder where the file or folder should be copied to.&lt;br /&gt;
The default is the Pavlov Shack maps folder. If you want to have another path, please change it.&lt;br /&gt;
The new path must start with the first folder on the Quest.&lt;br /&gt;
For example: &amp;quot;Android\data\com.vankrupt.pavlovbeta&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Install: Click on the &amp;quot;copy2quest_Install-Uninstall.exe&amp;quot;&lt;br /&gt;
         To make sure that the installation works properly, this should be done with administrator rights (Runs as Administrator)&lt;br /&gt;
&lt;br /&gt;
         Make sure that the folder with the &amp;quot;copy2quest_Install-Uninstall.exe&amp;quot; is stored in a safe and&lt;br /&gt;
         permanent place, because the exporter entry needs to access the .exe. There is no real installation&lt;br /&gt;
&lt;br /&gt;
Uninstall: Click also on the &amp;quot;copy2quest_Install-Uninstall.exe&amp;quot;. You can delete the folder now&lt;br /&gt;
&lt;br /&gt;
Small tip: You can also create a shortcut of the copy2quest_Install-Uninstall.exe and&lt;br /&gt;
insert as destination the path of the folder behind the target location of the shortcut.&lt;br /&gt;
Example:&lt;br /&gt;
From target path: &amp;quot;D:\\QuestTools\copy2quest_Install-Uninstall.exe&amp;quot;&lt;br /&gt;
To target path &amp;quot;D:\\QuestTools\copy2quest_Install-Uninstall.exe D:\\UnrealBuilds\Glory_Stacks\SVR_Quacklin_GoldenEye_Stack&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Or create a batch and use copy2quest_Install-Uninstall.exe as command-line with the path as command&lt;br /&gt;
&lt;br /&gt;
== Submitting and Updating your Map (Pavlov PC Maps only) ==&lt;br /&gt;
To make your Map available on Steam, open the &amp;quot;Pavlov Workshop&amp;quot; window by clicking on &amp;quot;Window&amp;quot; &amp;gt; &amp;quot;Pavlov Workshop&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
Click on the &amp;quot;Deployment&amp;quot; tab and press the &amp;quot;Submit&amp;quot; button after you typed in some optional but recommended changenotes. &amp;lt;br /&amp;gt;&lt;br /&gt;
To update the Thumbnail or the Map name, edit the Definition file and press the &amp;quot;Sync Metadata&amp;quot; button on the Setup tab of the &amp;quot;Pavlov Workshop&amp;quot; Window (Where the &amp;quot;Create New&amp;quot; button was before). &amp;lt;br /&amp;gt;&lt;br /&gt;
By default, the Steam Workshop page is set to &amp;quot;Hidden&amp;quot; and can only be interacted with by it's creators. (You can add people on your Friend's List as creators.) An orange prompt on the page will notify you if it's private still. If you're ready for the map to be available to everybody, set the visibility to &amp;quot;Public&amp;quot;. &amp;lt;br /&amp;gt;&lt;br /&gt;
:NOTE: Before testing online, you must set the visibility to Public or Unlisted, or the server will kick to Datacenter.&lt;br /&gt;
Just like any other map, you will need to Subscribe to download it. Make sure you delete the local staging .PAK of the map before doing this, if you made one. You may need to restart Steam as well. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:TIP: Add some screenshots to your Steam Workshop Page to promote the Map, and be sure the Thumbnail thoroughly represents the Map as it is used in the map selection screen ingame. To add screenshots, visit your Workshop Page on Steam and click on the &amp;quot;Add/edit images &amp;amp; videos&amp;quot; button on the right. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating an overhead map image ==&lt;br /&gt;
&lt;br /&gt;
Add a Camera Actor to your map, preferable high (1000 units roughly) above your map&amp;lt;br /&amp;gt;&lt;br /&gt;
Rotate the camera -90° on the Y (green) axis so the camera is looking down&amp;lt;br /&amp;gt;&lt;br /&gt;
Change the Projection Mode to Orthographic&amp;lt;br /&amp;gt;&lt;br /&gt;
Press G (Game View) which will hide editor stuff&amp;lt;br /&amp;gt;&lt;br /&gt;
Right click the CameraActor and select Pilot 'CameraActor'&amp;lt;br /&amp;gt;&lt;br /&gt;
Change the View Mode from Wireframe to Lit&amp;lt;br /&amp;gt;&lt;br /&gt;
Change the Ortho Width so your whole map is in screen&amp;lt;br /&amp;gt;&lt;br /&gt;
If you want to remove some ceilings from of the camera, increase the Ortho Near Clip Plane until the ceiling you want to be removed is hidden&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For taking a screenshot: Press F11 (Immersion Mode), press the arrow in the top left and choose &amp;quot;High Resolution Screenshot&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Press the camera at the bottom right to create your screenshot. The screenshot will be saved in ../YourProjectName/Saved/Screenshots/Windows/ folder&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stop piloting the CameraActor and delete the CameraActor. If you don't do this, your map will not load. &amp;lt;br /&amp;gt;&lt;br /&gt;
:TIP: ''Pavlov VR does not use post processing effects, but many of them are on by default in the UE Viewports. You should disable them when Immersion Mode is active.'' &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|FAQ&lt;br /&gt;
|-&lt;br /&gt;
|The &amp;quot;Create New&amp;quot; Button is missing.&lt;br /&gt;
|Steam needs to be open and the used Account needs to have Pavlov purchased. Also check your firewall settings if it blocks any UE4 application.&lt;br /&gt;
|-&lt;br /&gt;
|The map does not update ingame or on the Workshop page.&lt;br /&gt;
|Restart Steam, close the Editor and go to your Project folder, delete the &amp;quot;Intermidiate&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Build&amp;quot; folder. Restart the Editor and try updating again.&lt;br /&gt;
|-&lt;br /&gt;
|The map was updated on the Workshop page but Steam won't download it.&lt;br /&gt;
|If Pavlov is open, close it. Be sure you are subscribed to it. Try restarting Steam. If it still won't download, unsubscribe from it and then resubscribe to it.&lt;br /&gt;
|-&lt;br /&gt;
|Loading the map ingame leads back to the Lobby.&lt;br /&gt;
|Check the Definition file if the map is linked properly.&lt;br /&gt;
|-&lt;br /&gt;
|Error &amp;quot;Definition not found&amp;quot;.&lt;br /&gt;
|Check if your UGC ID matches the UGC ID in the Definitions file. The definitions file needs to be directly inside of the &amp;quot;UGCXXXXX&amp;quot; folder. This error also tends to appear in some cases where the project has multiple &amp;quot;UGC&amp;quot; folders, so make sure only the primary UGC folder is present when staging.&lt;br /&gt;
|-&lt;br /&gt;
|Map not loading ingame.&lt;br /&gt;
|Check if you have added a Pavlov Game Logic and assigned the definition file to it.&lt;br /&gt;
|-&lt;br /&gt;
|Textures or Models are not showing in-game and/or in the editor.&lt;br /&gt;
|Use &amp;quot;Fix up redirectors&amp;quot; and delete the &amp;quot;Build&amp;quot;, &amp;quot;Saved&amp;quot; and &amp;quot;Intermediate&amp;quot; folder inside the Project folder. Also make sure '''ALL''' Assets are '''inside''' the UGCXXXXX Folder. Additionally, if having moved files between folders in the project, make sure to move the files in smaller groups and use &amp;quot;Fix up redirectors&amp;quot; after each move of a batch of files. (Right-click the &amp;quot;Content&amp;quot; folder, and choose &amp;quot;Fix up redirectors&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
|I lost my definition file.&lt;br /&gt;
|First make sure it's really gone, if it is, add a new Data Asset in the UGCXXXXX folder. Right click in the UGC folder, Miscellaneous &amp;gt; Data Asset &amp;gt; Choose Pavlov_Map &amp;gt; Name it definition (all lowercase). Fill in your Unique Id which is your UGC foldername ie. UGC123456789.&lt;br /&gt;
|-&lt;br /&gt;
|Nothing happens after I Stage or Deploy.&lt;br /&gt;
|Look at the Output Logs window for errors. Window &amp;gt; Developer Tools &amp;gt; Output Logs&lt;br /&gt;
|-&lt;br /&gt;
|I get an error saying &amp;quot;Pavlov installation not found&amp;quot;, even though I'm building a Shack map.&lt;br /&gt;
|You can work around this by creating a dummy Pavlov executable in your Steam. Open up any Steam library in Windows Explorer, create a &amp;quot;steamapps\common\PavlovVR&amp;quot; folder, and put a blank file in this folder named &amp;quot;Pavlov.exe&amp;quot;. Restart Unreal Engine and the Pavlov Workshop should tell you it's found a Pavlov installation.&lt;br /&gt;
|-&lt;br /&gt;
|I've done everything correctly but my Shack map isn't showing up in-game.&lt;br /&gt;
|Try deleting the map completely from your Quest, open and close Shack, then re-upload the map. Simply overwriting the map with a new copy is not always enough!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you need further support, check the pinned messages in the workshop channels at ''Discord.gg/Pavlov-VR''[http://Discord.gg/Pavlov-VR].&lt;br /&gt;
&lt;br /&gt;
There's also an ''Unofficial Pavlov Map Making Guide''[https://docs.google.com/document/d/18twY6yTvGhKg6l9wXd3YArH4haX2B-cw3q5kaxULx3w/edit?usp=sharing] which may be more wordy and up-to-date.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks for Reading!&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=890</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=890"/>
		<updated>2023-08-24T00:35:59Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Default Maps]] page. I'll work on other pages ''soon''.&lt;br /&gt;
&lt;br /&gt;
You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
	<entry>
		<id>http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=889</id>
		<title>User:ZXCubed</title>
		<link rel="alternate" type="text/html" href="http://pavlovwiki.com/index.php?title=User:ZXCubed&amp;diff=889"/>
		<updated>2023-08-24T00:30:46Z</updated>

		<summary type="html">&lt;p&gt;ZXCubed: &lt;/p&gt;
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&lt;div&gt;Hi!! I'm cubed. I'm currently working on the [[Default Maps]] page. I'll work on other pages ''soon''.&lt;br /&gt;
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You can learn more about me on my [https://zxcubed.carrd.co carrd]!&lt;br /&gt;
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{{Note|type=info|text=testing these things so pls ignore}}&lt;br /&gt;
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aaaaaaaaaaaaa&lt;/div&gt;</summary>
		<author><name>ZXCubed</name></author>
	</entry>
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