:megusta:
I have been checking out links to the perks part of Killing Floor mod and I thought I'd share my findings here for those interested.
Killing Floor mod wiki has their version of the perks for the player - http://kf-wiki.com/wiki/Killing_Floor_(modification)#Perks.
Killing Floor Retail has a link for its perks configuration - http://strategywiki.org/wiki/Killing_Floor/Perks. I figured it is about the same as the mod.
Below is a picture of your perks/stats when you press F3.
(http://media.moddb.com/images/groups/1/7/6287/kfmodperks0.png)
Shame you can't edit the perks leveling. You are only allowed to reach a certain level then it gets capped. Unlike the retail version which allows you to surpass the level cap and gives you more abilities/effects. If we can only have someone tinker with it and name the change KFPerksMutator then things would be more interesting, eh?!??
P.S. Answer to Necro's old post - http://miasma.org/index.php/topic,244.0.html.
I use Supporter Perk.
Sounds unbalanced. Skills are the only award you need for having played some game longer than other players.
Play the lame Steam version if you want RPG.
xD: it's like the KFMod Zeds in Invasion all over again...
:wah:
QuoteSounds unbalanced. Skills are the only award you need for having played some game longer than other players. Play the lame Steam version if you want RPG.
Well, I only have one thing to say about that, TO EACH HIS OWN.
:hmm:
I have been working on a NEW PERK which I am going to call CHEMBUG (after a friend/developer's version). The player get the perk unlocked by dealing 1000 flame kills (by using a flamethrower like Chemical gun also know as chemicalthrower that shoots sulfuric acid). This perk is almost done, but I have to work on the weapons still.
Anyways, it enhances your abilities like increases your chemicalthrower reload speed, and -15% damage from Bloats vile, +1.5 damage to zombies, +50% speed increase, and +75% added ammo.
(http://media.moddb.com/images/groups/1/7/6287/kfchembug0.jpg)
Perk menu pic is below:
(http://media.moddb.com/images/groups/1/7/6287/kfchembug1.jpg)
The one set back is that I had to take out the SNIPER perk to make room for the CHEMBUG perk.
Don't let Tripwire find out.
Just a copycat.
I hope it's not based on Tripwire's code.
:ok:
To Sonar,
QuoteDon't let Tripwire find out.
Have no fear, underdog is here! That's not going to be a serious problem. I told AJ Quick of it already. I am just waiting to see what he says.
To Necro,
QuoteJust a copycat. I hope it's not based on Tripwire's code.
Didn't I mention at the post above that this perk is patterned after a FRIEND'S/DEVELOPER'S VERSION!???? Anyways, this is still WIP! I am not finished with it yet!
You must have a reading problem?! And NO! It is NOT based on Trip(ing on CROSS)wire's code. It is based on AJ Quick code.
:occupied:
Continuation,
Posting a couple of screenshots of the trader PURCHASE of the Chemicalthrower weapon that tne new perk, Chembug, use as his/her arsenal. And the ammo supply of SULFURIC ACID as ammo.
(http://media.moddb.com/images/groups/1/7/6287/kfchembug4.jpg)
(http://media.moddb.com/images/groups/1/7/6287/kfchembug3.jpg)
However, these are still WIP!
I would never ever buy a weapon buy a guy called "Mahloeeh500", sounds like chinese low quality stuff :o
Quote from: poompoom500 on September 14, 2012, 19:18
Have no fear, underdog is here! That's not going to be a serious problem. I told AJ Quick of it already. I am just waiting to see what he says.
Isn't that what we did with KFv3?
Quote from: poompoom500 on September 14, 2012, 19:18
You must have a reading problem?! And NO! It is NOT based on Trip(ing on CROSS)wire's code. It is based on AJ Quick code.
But Tripwire owns the content of the mod itself, and isn't Tripwire/AJ Quick code pretty well the same thing? (or maybe I'm mistaken :S)
Only for Mahl's personal use. Fine unless they break his door down and smash his machine :D
But a spray of poison chemicals sounds cool. (Never let it be said I'm a hippy ^^)
:areyoukidding:
QuoteIsn't that what we did with KFv3?
I don't know. Did Snipe34 tell Alex that was doing a MUTATOR?
QuoteBut Tripwire owns the content of the mod itself, and isn't Tripwire/AJ Quick code pretty well the same thing? (or maybe I'm mistaken :S)
If you want to be technical, then AJ (Alex) is the developer but Trip(ping on CROSS)wire is the company that bought his mod. But how else can you make a MUTATOR if you don't use the same coding?
You didn't mention "mutator" xD
Quote from: poompoom500 on September 14, 2012, 22:58
:areyoukidding:
QuoteIsn't that what we did with KFv3?
I don't know. Did Snipe34 tell Alex that was doing a MUTATOR?
QuoteBut Tripwire owns the content of the mod itself, and isn't Tripwire/AJ Quick code pretty well the same thing? (or maybe I'm mistaken :S)
If you want to be technical, then AJ (Alex) is the developer but Trip(ping on CROSS)wire is the company that bought his mod. But how else can you make a MUTATOR if you don't use the same coding?
Muts don't change the original code - like for example messing with the National Grid is a no-no, but a plug-in like a PC, TV is ok, which is a parallel of your 'plug-in' or mut... is how i think about it. And using Alex's mut, well that's freeware.
So you're all legal poom =D
[subject to confirmation by someone who knows about law :p]edit: excellent work fiddling with the code and making it all function!!
:troll:
QuoteAnd using Alex's mut, well that's freeware. So you're all legal poom =D [subject to confirmation by someone who knows about law :p]
Well, thank you Snipey boy! You are my inspiration, ya know!
Got some more progress report on KF Mod Mutator -- Fixed the issue on ChemicalThrower ammo, sulfuric Acid. What I am intending on doing is changing the flames to green bile! Plus change to enhanced abilities of the perk. Any suggestions is welcomed!
(http://media.moddb.com/images/groups/1/7/6287/kfchembug9.jpg)
(http://media.moddb.com/images/groups/1/7/6287/kfchembug7.jpg)
ChemBug Perk CODE below:
// KF REPATCHED VERSION BY SUPAPLEX_
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// DATE: September 9, 2012, Sunday -- Made changes to this CHEMBUG perk.
// ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Class KFVetChemistry extends KFVeterancyTypes
Abstract;
/* I avoid using these global type comment markers because they can result in an error "defaultproperties not found" if you don't press
return above and below them (as per Wiki and my experience)...
Anyways, more hacky guesswork shite. Not sure if the 2001 chemkills will register... we'll see. EDIT: it does, and
working fine, phew, but 1000 instead....
Snipe=>
*/
// ++++++++++++++++++++++++++++++++++++++++++++++++
// DATE: September 9, 2012, Sunday -- Can EDIT this requirement to UNLOCK the CHEMISTRY perk.
// ++++++++++++++++++++++++++++++++++++++++++++++++
//conditions to obtain perk
static function bool QualityFor( KFPlayerStats Other )
{
Return (Other.FlameKills>=1000);
}
//reload speed for chemicalthrower 1.3 times faster
static function float GetReloadSpeedModifier( KFWeapon Other )
{
if (ChemicalThrower(Other) != None)
{
Return 1.3;
}
return 1.0;
}
//reduce damage
static function int ReduceDamage( KFPawn Injured, KFMonster DamageTaker, int InDamage, class<DamageType> DmgType )
{
if (DmgType == class'GamePlay.Burned')
{
return float(InDamage) * 0.25; // 95% reduced fire damage
}
// any other damage 15% reduced
return float (InDamage) * 0.45;
}
static function int AddDamage( KFMonster Injured, KFPawn DamageTaker, int InDamage, class<DamageType> DmgType )
{
if( DmgType==Class'DamTypeFlamethrower' || DmgType==Class'Molotov' || DmgType==Class'DamTypeSingle' || DmgType==Class'DamTypeM10Mac' || DmgType==Class'DamTypeMP5A' || DmgType==Class'DamTypeBD3008MG')
Return InDamage*1.5;
Return InDamage;
}
//player movement speed
static function float GetMovementSpeedModifier()
{
Return 1.05;
}
//add extra ammo
static function float AddExtraAmmoFor( Class<Ammunition> AmmoType )
{
if( AmmoType==Class'FlameAmmo' || AmmoType==Class'MolotovAmmo')
{
Return 1.75;
}
return 1.0;
}
defaultproperties
{
OnHUDIcon=Texture'KFX.ChemBug'
VeterancyName="Chemistry"
VeterancyDescription="|CHEMISTRY|| +25% increased damage with FlameThrower Sulfuric Acid Pistol M10 MP3008 and MP5 |+ 75% max ammo for Flamethrower and Sulfuric Acid| Greatly reduced fire damage|Flamethrower faster reloading |Movement speed increase"
VetButtonStyle="VetStyleChemistry"
}
:iamdisappoint:
Well, in response to Vanico's remark:
QuoteI would never ever buy a weapon buy a guy called "Mahloeeh500", sounds like chinese low quality stuff
here is the download link - http://www.mediafire.com/?56a78g1ym8x99t7. You can find out for yourself. (Of course, this mutator is still WIP so it isn't finished in any way).
IMPORTANT: BACK UP your following TEXTURE FILES - 25Tex.utx, KFX.utx and KillingFloorWeapons.utx.
nice work Poom!
:hehheh:
Quotenice work Poom!
Thank you man! But I can't seem to make the ChemicalThrower APPEAR in the buy weapon menu! I am starting fresh with this mutator adding to KFMod20 v252. I go back and forth to your work at KFMod20 vSNIPE34 to cross check my work, but I can't get my chemistrythrower to show up at trader when I want to buy it. Help.
I was able to make it appear at your version, but not on KFMod20 v252!?!
Here's the revised KFMod20_MutatorA - http://www.mediafire.com/?f4ld1lpagxlz39l.
Quote from: poompoom500 on September 17, 2012, 23:08
Thank you man! But I can't seem to make the ChemicalThrower APPEAR in the buy weapon menu! I am starting fresh with this mutator adding to KFMod20 v252. I go back and forth to your work at KFMod20 vSNIPE34 to cross check my work, but I can't get my chemistrythrower to show up at trader when I want to buy it. Help.
I was able to make it appear at your version, but not on KFMod20 v252!?!
Here's the revised KFMod20_MutatorA - http://www.mediafire.com/?f4ld1lpagxlz39l.
hmmm hard question, trying to remember. Probably use v3, which got stuff into the buy menu. Ah yes, the trader list is in an .ini file. I guess the main KF main ini. Under buyMenu... sth liket that. Can't miss it. Has a list of the weapons. Max weapons allowed is 25, (hard coded) I remember that. If the .ini option doesn't work let me know.
:sadface:
I made changes to the KFMod.int file to include the ChemicalThrower weapon, but I still can't get it to show at the buy/sell menu at trader.
(http://media.moddb.com/images/groups/1/7/6287/kfmod20mutator0.png)
And changed KFMod20.ini also but that didn't help any either.
(http://media.moddb.com/images/groups/1/7/6287/kfmod20mutator1.png)
:what:
I tried using the KF Editor and it lets me add my weapon in the map, ChemicalThrower, as well as the ammo, CTAmmo (Sulfuric Acid Canister).
(http://media.moddb.com/images/groups/1/7/6287/kfchemicalthrower0.png)
And it shows as first person view in game.
(http://media.moddb.com/images/groups/1/7/6287/kfchemweaponeditor0.jpg)
Also, check out Killing Floor (UT2004) Klub site at ModDB -- http://www.moddb.com/groups/killing-floor-ut2004-klub/downloads. NOTE: WAIT for its AUTHORIZATION...