Custom Mods in Multiplay
From PreyWiki
Using custom modifications on your MultiPrey server
You can select modifications that have been installed to your local Prey folder before starting a MultiPrey server. However, if a user attempts to connect to your server and they do not have the modification themself, they will be unable to join. In order to address this problem, here are some guidelines for server administrators who wish to run user-made modifications on their MultiPrey server(s), and offer the mod files up for automatic download to clients attempting to connect.
- Your custom pk4 file cannot begin with pak. That prefix is reserved for the standard game assets.
- The pk4 must be alphabetically ordered after the normal game pk4's in order to override existing files (model replacements, etc).
- There is currently no mechanism in the game server to download the files, they must be hosted on a HTTP or FTP server.
- If the custom pk4 contains a def or script change, the whole game must be restarted on the client after the autodownload is completed, or the client will get messages about the resources being out of sync when attempting to connect to the server.
So, for example, to make your ZZ Model Pack on mypreymod.com available on your server for autodownload, you would use the following settings:
- set net_serverAllowServerMod "1"
- set net_serverDownload "2"
- set net_serverDlBaseURL "http://www.mypreymod.com/files/"
- set net_serverDlTable "base/zzpak.pk4"
This assumes that your mod uses a pk4 called zzpak.pk4, and that it is located at http://www.mypreymod.com/files/base/zzpak.pk4. It is recommended that you add these lines to a cfg file that is executed on server startup.

