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so what mod/mut would you make?

Blockbot

Grizzled Veteran
Jun 25, 2011
1,586
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If you where good enough to make whatever you'd like to killingfloor. what would it be?



If I was to make something it would been a starwars mod with tons of bull****.

Berserker would been replaced by jedi dlc's

sharpshooters would be rebels fighters.

Demo would be republic clones, with his really awzm rocket launcher.

there is jsut tons of stuff I would make.

Yeah best part I would make the crawlers one of these:
http://www.google.no/imgres?q=starw...310&ndsp=21&ved=1t:429,r:15,s:310&tx=43&ty=49


imgres
 
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I would make a geiger counter, oh wait that's already being made o:

Edit: By me!

Edit: lolwow downvotes, typical, guess I should give more proof of concept, the internets is serious business,

Code:
#exec AUDIO IMPORT FILE="..\FromDownBelow\Sounds\radiation_detectedblip.WAV" NAME="RadiationDetected" 
#exec AUDIO IMPORT FILE="..\FromDownBelow\Sounds\Geiger1.WAV" NAME="Geiger1" 
#exec AUDIO IMPORT FILE="..\FromDownBelow\Sounds\Geiger2.WAV" NAME="Geiger2" 
#exec AUDIO IMPORT FILE="..\FromDownBelow\Sounds\Geiger3.WAV" NAME="Geiger3" 
 
//Geiger Counter 
var int GeigerRange;
var float LastSoundTestTime, PlaySoundTime;
 
simulated function GeigerUpdate( float DeltaTime )
{
 local int Pct;
 local float Volume;
 local bool bHighSound, bCanPlayWarningSound;
 
 if ( Level.TimeSeconds - LastSoundTestTime < 0.06 && GeigerRange <= 0 && GeigerRange > 1000 )
  return;
 LastSoundTestTime = Level.TimeSeconds;
 PlaySoundTime+=DeltaTime;
 if ( PlaySoundTime > 60.f )
  bCanPlayWarningSound = True;
 else bCanPlayWarningSound = False;
  
 // piecewise linear is better than continuous formula for this
 if (GeigerRange > 800)
 {
  Pct = 0;   //Msg ( "range > 800\n");
 }
 else if (GeigerRange > 600)
 {
  Pct = 2;
  Volume = 0.4;  //Msg ( "range > 600\n");
 }
 else if (GeigerRange > 500)
 {
  Pct = 4;
  Volume = 0.5;  //Msg ( "range > 500\n");
 }
 else if (GeigerRange > 400)
 {
  Pct = 8;
  Volume = 0.6;  //Msg ( "range > 400\n");
  bHighSound = true;
 }
 else if (GeigerRange > 300)
 {
  Pct = 8;
  Volume = 0.7;  //Msg ( "range > 300\n");
  bHighSound = true;
 }
 else if (GeigerRange > 200)
 {
  Pct = 28;
  Volume = 0.78;  //Msg ( "range > 200\n");
  bHighSound = true;
 }
 else if (GeigerRange > 150)
 {
  Pct = 40;
  Volume = 0.8;  //Msg ( "range > 150\n");
  bHighSound = true;
 }
 else if (GeigerRange > 100)
 {
  Pct = 60;
  Volume = 0.85;  //Msg ( "range > 100\n");
  bHighSound = true;
 }
 else if (GeigerRange > 75)
 {
  Pct = 80;
  Volume = 0.9;  //Msg ( "range > 75\n");
  bHighSound = true;
 }
 else if (GeigerRange > 50)
 {
  Pct = 90;
  Volume = 0.95;  //Msg ( "range > 50\n");
 }
 else
 {
  Pct = 95;
  Volume = 1.0;  //Msg ( "range < 50\n");
 }
 if (GeigerRange < 150 && bCanPlayWarningSound)
 {
  PlaySound(Sound'FromDownBelow.RadiationDetected',SLOT_Talk,1000.000000,true,64.000000); 
  PlaySoundTime = 0.f;
 }
 Volume = (Volume * (RandRange(1,128)) / 255) + 0.5;
 if ( RandRange(1,128) < Pct )
 {
  if ( bHighSound )
  {
   PlaySound(Sound'FromDownBelow.Geiger3',SLOT_Interface,Volume,true,64.000000);
  }
  else
  {
   PlaySound(Sound'FromDownBelow.Geiger1',SLOT_Interface,Volume,true,64.000000);
  }  
 }
}   

defaultproperties
{
        GeigerRange=125
        PlaySoundTime=50.000000
}

Edit: New code, works flawlessly feel free to use this for your own use.
 
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Upvote 0
i am working on an upgrade pickups system for the weapons.

but its probably only going to be used in story maps (not misson, there's a difference) so ppl have to wander around to find the pickups.

like how games used to be, instead of linear (go to a, go to b, go to c, do this, do that, dont explore) you can go anywhere and do whatever you want when u want, then decide to go to the next level.
i hate how all the new games play these days (dnf, cod, etc.)
 
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Upvote 0
A zombie mod.

A proper zombie mod.

Bodyshots with single projectile weapons don't do much, unless they're big projectiles.

Mainly just clots for enemies, but a lot of variation in their skins/textures.
Maybe 1-2 non-clot-based enemies, like perhaps a Scrake-like enemy and a Fleshpound-like enemy.

You have no perks, and hence no bonuses.
You have to scrounge around the map(s) for weapons, but you can fill them up to the same level as you can in the trader.

There's more on-map enemies than normal (32), though not enough to cause lag.

It's dark and gloomy, and the torches on the guns are handy.
There's no health bars on anyone (or anything!), so you're going to have to learn to know who's what character.

Maps are very large, with gun stockpiles in random locations around the map, in houses and shops, etc.

Maybe even some NPC characters, like maybe a VIP section or an NPC you have to help fend off a wave of zombies.

I'm thinking a campaign-type map would be good. Though of course DOSH is the main objective, but not just DOSH.

LODS OF EMONE. :D
 
Upvote 0
A zombie mod.

A proper zombie mod.

Bodyshots with single projectile weapons don't do much, unless they're big projectiles.

Mainly just clots for enemies, but a lot of variation in their skins/textures.
Maybe 1-2 non-clot-based enemies, like perhaps a Scrake-like enemy and a Fleshpound-like enemy.

You have no perks, and hence no bonuses.
You have to scrounge around the map(s) for weapons, but you can fill them up to the same level as you can in the trader.

There's more on-map enemies than normal (32), though not enough to cause lag.

It's dark and gloomy, and the torches on the guns are handy.
There's no health bars on anyone (or anything!), so you're going to have to learn to know who's what character.

Maps are very large, with gun stockpiles in random locations around the map, in houses and shops, etc.

Maybe even some NPC characters, like maybe a VIP section or an NPC you have to help fend off a wave of zombies.

I'm thinking a campaign-type map would be good. Though of course DOSH is the main objective, but not just DOSH.

LODS OF EMONE. :D

Heh, ALMOST sounds like L4D... but with dosh xD
 
Upvote 0