Killing Floor

Killing Floor

AutoCallOut - [v1.3.4]
19 Comments
Vel  [author] 1 Mar, 2023 @ 2:18am 
Sorry I don't really work on any of my mods or KF in general - its better if you ask somebody who is actively working on them (I don't even have the SDK installed at all).
eco 28 Feb, 2023 @ 11:55am 
https://github.com/siepa3/kf-autocallout

whenever you have a moment, I must be retarded
Vel  [author] 28 Feb, 2023 @ 11:36am 
Grab the SDK, open the sound package, create a new entry or overwrite the current entry with your custom sound.

In the config just replace the name if your sound.

It's really straight forward but will be complicated if you have no clue how to use the SDK or read the Unreal code.
eco 28 Feb, 2023 @ 10:40am 
Shit. Do you mind telling me how to add a third custom ZED? I failed.
Vel  [author] 14 Oct, 2021 @ 9:31am 
Shouldn't be that hard if you know the basics and what you're doing.
eco 14 Oct, 2021 @ 8:04am 
Yeah, I know. But how hard would it be to add a custom zed class to .uc?
Vel  [author] 3 Oct, 2021 @ 2:34pm 
Brute? You mean custom zeds? It doesn't support custom zeds.
eco 3 Oct, 2021 @ 1:29pm 
How hard would it be to set a separate alert for Brute?
Vel  [author] 30 Sep, 2021 @ 9:08am 
Nice, good to know :zagsnooze:
eco 30 Sep, 2021 @ 8:45am 
Looks like switching to H/W 3D sound helped (+ ticking off default system driver). Either this or setting "UseSpatializedVoice=True" as there is a radius for it :) Thanks!
Vel  [author] 30 Sep, 2021 @ 8:24am 
@Eco

Even all things fail, you can use a custom SoundPackage with your own sounds if you have any, I made this for players who want to change the sounds for something other then KF2 call outs:

Create your own sound package and use it. You can even overwrite the current sounds in the same package of the Mutator, then replace the names in the config (In case you renamed them).

I remember when I created it, I just ripped some YouTube videos as Audio, then raised the volume a bit in Audacity, before creating the sound package. This was done specifically to ensure that in-game, they sound really loud.

(Pt.2)
Vel  [author] 30 Sep, 2021 @ 8:24am 
@Eco

Glad you do! I am not entirely sure, I think it might be either the volume or the volume "Radius" if you know what I mean, sometimes a sound has a radius in-game and if you're far from it you cannot hear it.

However, for this Mutator it doesn't really matter because the sound is global and should be global. Are you sure the sound is too quiet? I run the mut on my server and the sound is rather loud and very clear (Check one of my latest KF videos, you can see it there). Try to check your system volume + in-game Audio settings, maybe you have something on low?

(Pt.1)
eco 30 Sep, 2021 @ 6:59am 
I love it but seems to quiet for my liking. Is "PlayerController(C).ClientPlaySound(SoundEffect, true, 20);" responsible for the volume?
Vel  [author] 29 Aug, 2021 @ 12:56pm 
Important to users :csdsmile: v1.3.4 fixes several issues that were present in the older versions.

I recommend updating the mut + your config based on the latest changes.
Vel  [author] 22 Apr, 2021 @ 2:21am 
Yessir :squirtheh: I remember you asking for this a long time ago. I'm not sure if it's a 100% stable feature but it works :happy_mask: Probably will release some minor fixes later.
Temu Employee 22 Apr, 2021 @ 2:13am 
Oh neat you got the roars to play!
Vel  [author] 3 Apr, 2021 @ 3:51am 
:csdsmile:
The0neThy0nly 2 Apr, 2021 @ 6:46pm 
:steamthumbsup: