Hurtworld Wiki

This is a video tutorial on creating a simple custom Level in the Hurtworld SDK.

To do this tutorial you will need:

  • Unity (as of June 2016, v5.3.4f1)
  • The Hurtworld SDK (found in Steam > Library > Tools > Hurtworld SDK)

Creating Your First Map[]

Placing Hurtworld Assets[]

Spawning Creatures and Resources[]

Image Masks, Biomes, and Navmeshes[]

Uploading to Steam Workshop[]

See Uploading a Level to Steam Workshop

Additional info[]

Scripts:[]

There are a few C# scripts embedded in the SDK, with these you can achieve special effects and events that won't be depending on the server running Oxide or special Oxide scripts.

BiomeEffector[]

??

BiomeManager[]

??

BiomeUtility[]

??

CreatureSpawnDirector[]

??

DestroyChildrenOnServer[]

??

EffectZone[]

??

EffectZoneBuilderFluidEffect[]

This can be used to create a range of different effects on players (and vehicles?)

Create a TriggerCollider and set the layer to LogicalTriggers. Several scripts can be added to one TriggerCollider.

- The options below are available, but could really use some explaining from @dev

  • Fluid effect type (Tons of options - many not working - needs a chapter on itself..)
  • Modifier type
  • Apply positive
  • Apply Negative
  • Compounding
  • Value
  • equilibrium coefficiency
GiveItemTrigger[]

This can be used to give players objects.

Create a TriggerCollider and set the layer to LogicalTriggers.

  • Alive Expiry Time (How often it resets? From my testing only -1 works)
  • Item Codes (How many different items to give) (list is bugged on mac btw)
  • Counts (ammount given)
GroundMarker[]

Must be added to the terrain in order for things to spawn there. Doesn't seem to work on other meshes, unfortunately.

LadderCollider[]

Add this to enable climbing on a mesh. Make sure the normal is facing the player,

LevelRootRegister[]

Must be added to the LevelObjects parent

LootSpawner[]
LootSpawnPoint[]
MultiSpawner[]
MultiSpawnerTag[]
NoBuildNotifier[]
PlayerSpawnPoint[]
RockFormationCache[]
SimpleAdditiveEffectorZone[]
SpawnerChild[]
SpawnerGroup[]
TerrainSettingsManager[]
TerrainShaderManager[]

Biomes:[]

There are 12 different Biome presets to choose from in the SDK. However only some of these are functional. *Perhaps a developer could clarify and add info*

  • StartingCoast (Temperature: ??, Effects: n/a, Visual: Bright semi warm, saturated.)
  • HotDesert (Temperature: ??, Effects: n/a, Visual: Warm, saturated. *Red Desert Standard)
  • Saltflats (Temperature: ??, Effects: Radiated, Visual: Very Bright white, de-saturated.)
  • ExtremeDesert (N/A? Temperature: ??, Effects: -- , Visual: -- )
  • Arctic (Temperature: ??, Effects: -- , Visual: cold colors, blueish *Arctic standard)
  • Toxic (N/A? Temperature: ??, Effects: -- , Visual: -- )
  • Irradiated (N/A? Temperature: ??, Effects: -- , Visual: -- )
  • Forest (N/A? Temperature: ??, Effects: -- , Visual: -- )
  • ExtremeArctic (N/A? Temperature: ??, Effects: -- , Visual: -- )
  • Savannah (Temperature: ??, Effects: -- , Visual: Warm, desaturated. *Yellow Desert Standard )
  • YellowForest (Temperature: ??, Effects: -- , Visual: -- )
  • Wasteland (Temperature: ??, Effects: radiation , Visual: gritty )