Medic M79 Grenade Launcher?

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linkedparadise

FNG / Fresh Meat
Sep 1, 2015
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Pharrahnox;n2286169 said:
Yeah I thought that maybe it could work in either, but it looks like linkedparadise might have had the .u in My Games, and the .ini in Steam. In regards to publishing, it looks like I interpreted the modding tutorial strangely, but hey, it works ;).


I'm glad you have it working now. I look forward to trying out your weapons some time if you release them to the public.

Thanks. Anyway, is there a way to include the INT into the U? By that, people who got the package also got the localization too. And, how do I edit the weapon's texture, sound?
 

®omano

Grizzled Veteran
May 14, 2009
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Just my two cents here about some messages I read, BREWING is TWI's improvement on the COOKING process, it is basically the same thing (introduced in Red Orchestra 2 in January 2014 to replace COOKING) but better (file size reduced a lot, things like that).
 

JackSheepson

FNG / Fresh Meat
Dec 14, 2011
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www.kfrpg.com
linkedparadise;n2286171 said:
Thanks. Anyway, is there a way to include the INT into the U? By that, people who got the package also got the localization too. And, how do I edit the weapon's texture, sound?

here's an example of adding the Golden skin to a Double Barrel

Code:
    Begin Object Name=FirstPersonMesh
        Materials(0)=MaterialInstanceConstant'WEP_1P_Double_Barrel_SKIN_MAT.Wep_1P_Skin_Precious_Double_Barrel_MIC'
        SkeletalMesh=SkeletalMesh'wep_1p_double_barrel_mesh.Wep_1stP_Double_Barrel'
        AnimSets(0)=AnimSet'WEP_1P_Double_Barrel_ANIM.Wep_1stP_Double_Barrel_Anim'
    End Object

Materials(0)=MaterialInstanceConstant'WEP_1P_Double_Barrel_SKIN_MAT.Wep_1P_Skin_Precious_Double_Barrel_MIC'
 
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oldschool

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May 1, 2015
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here's an example of adding the Golden skin to a Double Barrel

Code:
Begin Object Name=FirstPersonMesh Materials(0)=MaterialInstanceConstant'WEP_1P_Double_Barrel_SKIN_MAT.Wep_1P_Skin_Precious_Double_Barrel_MIC' SkeletalMesh=SkeletalMesh'wep_1p_double_barrel_mesh.Wep_1stP_Double_Barrel' AnimSets(0)=AnimSet'WEP_1P_Double_Barrel_ANIM.Wep_1stP_Double_Barrel_Anim' End Object
Materials(0)=MaterialInstanceConstant'WEP_1P_Doubl e_Barrel_SKIN_MAT.Wep_1P_Skin_Precious_Double_Barr el_MIC'

The way that Jack posted above will work. Just keep in mind if you are using serverext mod there is a 3p view option and that change only effects 1st person view. To get around that you would need a package that contains a skeletal mesh, archetype with correct animations set in properties and linked to new mesh set with updated mic built in KF2SDK. Once you have built the package you can then link them in your weapon source using same method as above utilizing new package properties.

Here is an example of a Barret50Cal utilizing new mesh,archetype,texture,and mic. This was extended in code off of the M14.

Spoiler!
Spoiler!