I'll post here how you can make your custom player skins that can be used on a server.
#1: You need a mod that lets you select custom player skins:
ServerPerksV5
Custom character enabler
#2: You need to learn the basics in setting up and compiling mods in Killing Floor.
#3: Name your mod in following format: <CharacterName>Mod (i.e: you have a skin called 'Trader', the mod's name must be TraderMod).
#4: Create a class with the name of the character (i.e: Trader.uc).
#5: Script it (with the 'Trader' as example):
Now if you use ServerPerks, you have to edit ServerPerksV5.ini and add line:
CustomCharacters=Trader
- If you want to add custom taunts, you will also need to create a VoicePack class (and specify it in VoiceClassName above):
- If you want to replace pain/death sounds, you'll also need to create a Species class (and fill as 'Species' in above):
Also a SoundGroup:
And thats how it's done. Hope this was of any help.
#1: You need a mod that lets you select custom player skins:
ServerPerksV5
Custom character enabler
#2: You need to learn the basics in setting up and compiling mods in Killing Floor.
#3: Name your mod in following format: <CharacterName>Mod (i.e: you have a skin called 'Trader', the mod's name must be TraderMod).
#4: Create a class with the name of the character (i.e: Trader.uc).
#5: Script it (with the 'Trader' as example):
Code:
class Trader extends PlayerRecordClass;
#exec obj load file="TraderAnims.ukx" // Load up all needed animations or texture files using these lines.
simulated static function xUtil.PlayerRecord FillPlayerRecord()
{
local xUtil.PlayerRecord PRE;
PRE.Species = Class'PoliceSpecies'; // Species (can be used to replace sounds or misc stuff)
PRE.MeshName = string(Mesh'TraderM'); // Name of the mesh.
PRE.BodySkinName = string(Shader'TraderSkin'); // Body skin name (Material #0)
PRE.FaceSkinName = string(Material'TraderFaceSkin'); // Face skin name (Material #1)
PRE.Portrait = Texture'TraderPortrait'; // Portrait texture
PRE.TextName = "This lady has seen her better days."; // Description text.
PRE.VoiceClassName = string(Class'KFVoicePack'); // Voice pack
PRE.Sex = "F"; // M = Male, F = Female
PRE.Menu = "SP"; // Not needed to modify.
PRE.Skeleton = string(Mesh'TraderM'); // Unused in KF
PRE.Ragdoll = "British_Soldier1"; // Should be this only.
return PRE;
}
CustomCharacters=Trader
- If you want to add custom taunts, you will also need to create a VoicePack class (and specify it in VoiceClassName above):
Code:
class TraderVoicePack extends KFVoicePack;
defaultproperties
{
NumInsults=3
InsultAbbrev(0)="Insult Specimens"
InsultAbbrev(1)="Insult Players"
InsultAbbrev(2)="The taunt text shown in voice menu"
InsultString(0)="Insult Specimens"
InsultString(1)="Insult Players"
InsultString(2)="The broadcasted taunt message..."
InsultSound(0)=Sound'KF_MaleVoiceOne.INSULT.Insult_Specimens'
InsultSound(1)=Sound'KF_MaleVoiceOne.INSULT.Insult_players'
InsultSound(2)=Sound'TheTauntSoundFX'
}
- If you want to replace pain/death sounds, you'll also need to create a Species class (and fill as 'Species' in above):
Code:
class TraderSpecies extends PoliceSpecies;
defaultproperties
{
MaleSoundGroup="TraderMod.TraderSoundGroup"
MaleVoice="TraderMod.TraderVoicePack"
FemaleVoice="TraderMod.TraderVoicePack"
FemaleSoundGroup="TraderMod.TraderSoundGroup"
}
Code:
class TraderSoundGroup extends KFMaleSoundGroup;
defaultproperties
{
DeathSounds(0)=Sound'TraderDeath1'
DeathSounds(1)=Sound'TraderDeath2'
DeathSounds(2)=Sound'TraderDeath3'
DeathSounds(3)=Sound'TraderDeath4'
DeathSounds(4)=Sound'TraderDeath5'
PainSounds(0)=Sound'TraderPain1'
PainSounds(1)=Sound'TraderPain2'
PainSounds(2)=Sound'TraderPain3'
PainSounds(3)=Sound'TraderPain4'
PainSounds(4)=Sound'TraderPain5'
PainSounds(5)=Sound'TraderPain6'
}
And thats how it's done. Hope this was of any help.
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