Changing scripted voices?

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DMN666

Active member
Jun 14, 2012
2,511
12
38
Brooklyn, NY
Uh, i might not get anything, but it doesnt hurt to ask.

So i wanted to remove the clot's noises from its burn animation. I saved it as a new file but when i recheck it, it does not save the edited notifiers.
I think other then this, i also wanted to use the on fire animations as its standard animations (like for walking left or right) and its headless idle as its standard idle.

Is it also possible to allow the clot to attack and walk forward at the same time? Im assuming its similar as how the Hard Patriarch was done?

I dont do coding so actually getting this done would be like a huge thing for me lol.
 

TheMutant

FNG / Fresh Meat
May 31, 2012
556
4
0
Germany
Hmm... for me it has always worked to save the animation files as new packages including the changes.
The standard animations reside inside class'KFMonster', you can just swap those in the defaultproperties.
I can't help you specifically with the always walking, but the super zombie stalker could be a good source of reference as well as the hard pat.
 
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