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C:\Users\\Documents\My Games\KillingFloor2\KFGame\Published\BrewedPC\Packages\ Generally, I find it easier to copy this package over to the published folder as well.Once imported, save the package and put it in C:\Users\\Documents\My Games\KillingFloor2\KFGame\Unpublished\BrewedPC\Packages\.This will prevent the engine from streaming them in and reducing quality.Set the LODGroup to TEXTUREGROUP_UI Figure 4.2.Click Import in the Content Browser Figure 4.2.Next we need to open the Editor to import our icon.
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If you do not want to make one, just use a program like to turn the black into alpha on the example given here: Figure 4.1 If we want to be able to tell the weapon apart from the base one, we are going to need an icon. InstantHitDamage(ALTFIRE_FIREMODE)=16 //20ĪssociatedPerkClasses(0)=class'KFPerk_Swat'ĪssociatedPerkClasses(1)=class'KFPerk_Firebug' InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Fire_MP7'įireInterval(ALTFIRE_FIREMODE)=+.063 // 950 RPM WeaponProjectiles(ALTFIRE_FIREMODE)=class'KFProj_Bullet_AssaultRifle' InstantHitDamage(DEFAULT_FIREMODE)=16 //20įireModeIconPaths(ALTFIRE_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'įiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Fire_MP7'įireInterval(DEFAULT_FIREMODE)=+.063 // 950 RPM WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_AssaultRifle' WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit WeaponSelectTexture=Texture2D'ExampleWeapons.IncendiaryMP7_UI_Tex'įireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletAuto'įiringStatesArray(DEFAULT_FIREMODE)=WeaponFiring Class KFWeap_SMG_IncendiaryMP7 extends KFWeap_SMG_MP7
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