Killing Floor

Killing Floor

Create and discover new mods and maps.
Discover and download new maps, mods, weapon, monsters and more! Want to try your hand at modding or want to upload your mod to Steam? Click here to learn how.
Stalker help
Is there any way to disable the stalkers cloak in SDK?
< >
Showing 1-15 of 17 comments
Yeah, it's called play as mando
BeavisOfArabia 5 19 Jan, 2020 @ 10:41pm 
You'll have to swap the texture to the uncloaked variant for both hair and skin.
RunsWithMeeses 20 Jan, 2020 @ 5:17pm 
Originally posted by TCR:
You'll have to swap the texture to the uncloaked variant for both hair and skin.
I tried that and when I launch the game the stalker is cloaked.
BeavisOfArabia 5 20 Jan, 2020 @ 9:25pm 
Save the package?
RunsWithMeeses 20 Jan, 2020 @ 9:27pm 
Originally posted by TCR:
Save the package?
Perhaps, I’m doing this wrong. I’m very new to this aswell, so I’m sorry in advance.

When I place the stalker on the map, I go into its properties and change it’s texture. Am I in the right spot to do this? And if so, how do I save it’s package from there?
Last edited by RunsWithMeeses; 20 Jan, 2020 @ 9:37pm
Temu Employee 34 26 Jan, 2020 @ 7:29am 
What is it that you are trying to do? Have the map summon her as a actual enemy or use her as a prop?
BeavisOfArabia 5 26 Jan, 2020 @ 8:13am 
Originally posted by Harry the Hamster:
What is it that you are trying to do? Have the map summon her as a actual enemy or use her as a prop?

That's also very important. I thought you were trying to change her texture to make her not invisible in the game lol
RunsWithMeeses 26 Jan, 2020 @ 10:48am 
Originally posted by TCR:
Originally posted by Harry the Hamster:
What is it that you are trying to do? Have the map summon her as a actual enemy or use her as a prop?

That's also very important. I thought you were trying to change her texture to make her not invisible in the game lol

I'm trying to place her on the map uncloaked and have her standing still doing her idle animation.
Temu Employee 34 26 Jan, 2020 @ 11:09am 
Originally posted by RunsWithMeeses:
Originally posted by TCR:

That's also very important. I thought you were trying to change her texture to make her not invisible in the game lol

I'm trying to place her on the map uncloaked and have her standing still doing her idle animation.

Oh, so it wont work because she is coded to cloak. You probably have to repackage her or specifically just her animation and her textures/combine layer. I don't make maps so I cant really help on that part.
Last edited by Temu Employee; 26 Jan, 2020 @ 11:18am
RunsWithMeeses 26 Jan, 2020 @ 11:23am 
Originally posted by Harry the Hamster:
Originally posted by RunsWithMeeses:

I'm trying to place her on the map uncloaked and have her standing still doing her idle animation.

Oh, so it wont work because she is coded to cloak. You probably have to repackage her or specifically just her animation and her textures/combine layer. I don't make maps so I cant really help on that part.

Ah, I see. Any advice on repackaging? How would you have made her spawn in uncloaked?
Temu Employee 34 26 Jan, 2020 @ 11:52am 
Originally posted by RunsWithMeeses:
Originally posted by Harry the Hamster:

Oh, so it wont work because she is coded to cloak. You probably have to repackage her or specifically just her animation and her textures/combine layer. I don't make maps so I cant really help on that part.

Ah, I see. Any advice on repackaging? How would you have made her spawn in uncloaked?

Well thats the thing. If you mean spawn in like a actual enemy, then you have to make a new script.

Read up on this.
https://forums.tripwireinteractive.com/index.php?threads/tutorial-creating-a-basic-mutator.44494/

You can skip steps 4 & 6 because you are not making a mutator, just a edited Stalker to spawn into your map.

So go into KFChar/Classes and take ZombieStalker.uc, BrainDeadStalker.uc & ZombieStalker_STANDARD.uc.

Place these files in a new folder were you will be making your new uncloaked Stalker.

Remove all coding in ZombieStalker that allows her to cloak. Stalker_Standard should be redirected to your new ZombieStalker while Braindead should redirect to your new Standard script.

I think this is how it should be done but i just half ass my way through this. I know her cloaking effect is in KF_Specimens_Trip_T.Stalker_Invisible. In the opacity section it should be set to none (hit clear) and the diffuse section should read from her combiner layer (Combiner'KF_Specimens_Trip_T.stalker_cmb').

This would also make the Stalker no longer cloak.
RunsWithMeeses 27 Jan, 2020 @ 12:36pm 
Originally posted by Harry the Hamster:
Originally posted by RunsWithMeeses:

Ah, I see. Any advice on repackaging? How would you have made her spawn in uncloaked?

Well thats the thing. If you mean spawn in like a actual enemy, then you have to make a new script.

Read up on this.
https://forums.tripwireinteractive.com/index.php?threads/tutorial-creating-a-basic-mutator.44494/

You can skip steps 4 & 6 because you are not making a mutator, just a edited Stalker to spawn into your map.

So go into KFChar/Classes and take ZombieStalker.uc, BrainDeadStalker.uc & ZombieStalker_STANDARD.uc.

Place these files in a new folder were you will be making your new uncloaked Stalker.

Remove all coding in ZombieStalker that allows her to cloak. Stalker_Standard should be redirected to your new ZombieStalker while Braindead should redirect to your new Standard script.

I think this is how it should be done but i just half ass my way through this. I know her cloaking effect is in KF_Specimens_Trip_T.Stalker_Invisible. In the opacity section it should be set to none (hit clear) and the diffuse section should read from her combiner layer (Combiner'KF_Specimens_Trip_T.stalker_cmb').

This would also make the Stalker no longer cloak.

I haven't gotten to your first suggestion yet, but I have done the second thing. While the stalker is indeed uncloaked, she's a little....off. Her skin color is off and her hair is blocky. Image blow:

https://imgur.com/a/7kMVou8
Temu Employee 34 28 Jan, 2020 @ 6:52pm 
i didnt check her skin tone but the hair is using its full poly. You need to use the shader layer (red box) to enable transparency.
RunsWithMeeses 28 Jan, 2020 @ 7:45pm 
Originally posted by Harry the Hamster:
i didnt check her skin tone but the hair is using its full poly. You need to use the shader layer (red box) to enable transparency.


Originally posted by Harry the Hamster:
i didnt check her skin tone but the hair is using its full poly. You need to use the shader layer (red box) to enable transparency.
Thanks for the reply. Where in the shader layer do you enable transparency?
Temu Employee 34 29 Jan, 2020 @ 7:49am 
No, the hair model has to read the shader layer instead of the combiner one.
< >
Showing 1-15 of 17 comments
Per page: 1530 50