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Code How do I change the Siren's Scream Emitter?

StarArk99

Active member
Aug 25, 2012
33
0
I want to change the Sirens Scream Emitter, so I can make a new specimen that will blind players by emitting a scream with a Static Mesh different from the current one. I tried searching the Siren character code, even the SirenBase as well, and had no luck. So then I searched every file and found the Siren's ScreamDamage Type, but it had no section of code where I'd normally see stuff like it. I even searched all of the code from all Siren related files, but still could not find it.

Does anyone know how or where I can find and/or change it at?
Thanks!
 
So I looked up the files you looked up...

So I looked up the files you looked up...

I also have no idea where or how the "SirenScreamEmitter" is being called, but I found a suspicious looking file...

...\ROEffects\Classes\SirenScream.uc (contents below)

Code:
//=============================================================================
// Siren Scream
//=============================================================================
// Effect when the siren screams
//=============================================================================
// Killing Floor Source
// Copyright (C) 2009 Tripwire Interactive LLC
// Created by - David Henseley
//=============================================================================
class SirenScream extends Emitter;

defaultproperties
{
    Begin Object Class=MeshEmitter Name=MeshEmitter0
        StaticMesh=StaticMesh'kf_generic_sm.fx.siren_scream_ball'
        UseParticleColor=True
        FadeOut=True
        FadeIn=True
        RespawnDeadParticles=False
        SpinParticles=True
        UseSizeScale=True
        UseRegularSizeScale=False
        AutomaticInitialSpawning=False
        ColorScale(0)=(Color=(B=255,G=255,R=255,A=255))
        ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
        FadeOutStartTime=0.500000
        FadeInEndTime=0.200000
        MaxParticles=5
        Name="MeshEmitter0"
        SpinsPerSecondRange=(X=(Min=0.050000,Max=0.100000),Y=(Min=0.050000,Max=0.100000),Z=(Min=0.050000,Max=0.100000))
        StartSpinRange=(X=(Max=1.000000),Y=(Max=1.000000),Z=(Max=1.000000))
        SizeScale(1)=(RelativeTime=1.000000,RelativeSize=10.000000)
        InitialParticlesPerSecond=3.000000
        DrawStyle=PTDS_Regular
        LifetimeRange=(Min=2.000000,Max=2.000000)
    End Object
    Emitters(0)=MeshEmitter'MeshEmitter0'

//     LightRadius = 10
//     LightType = LT_Steady,
//     LightBrightness = 255
//     LightHue = 255
//     LightSaturation = 127
//     bDynamicLight = false
//     LightEffect=LE_SlowWave

     AutoDestroy=True
     bDirectional=True
     bNoDelete=false
     RemoteRole=ROLE_SimulatedProxy
     bNetTemporary=true
     bHardAttach=false
     LifeSpan = 8


//	AutoDestroy=True
//    bDirectional=True
//    bNoDelete=false
//    RemoteRole=ROLE_SimulatedProxy
//    bNetTemporary=true
//    bHardAttach=true
//    LifeSpan = 8
}

If you enablecheats and type summon roeffects.sirenscream, you get something that looks just like it.

As for the blinding effects, I reckon that you would have to extend from the ZombieSiren.uc file you found in the KFMod folder, and write a new/similar function to the existing DoShakeEffect().
 
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