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HK416 (Beta)Help!

You would need a mutator to incorporate it into game. With a support package which Im sure you have if its created already in kf2sdk. The support package would obviously have a mesh, texture,mic for skinning, archetype, etc. Then all you need is .int file like what I'm using.



The client would need this file which identifies the weapon in game. My preference for file location on where to put this is:
C:\Users\YourName\Documents\My Games\KillingFloor2\KFGame\Localization\INT If you don't have this directory you can create it.

Put together a workshop item and your done. I would wait a bit though as the code has changed with Beta and we will have to see what was modified on release.
Some thing like this...http://steamcommunity.com/sharedfiles/filedetails/?id=826856486
Spoiler!

b_350_20_41A2FF_FEF8F1_000000_591F11.png
 
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If you are gonna use serverext that is an option also. Add your kfweap_hk416.uc, Add the kfweapdef_hk416.uc to serverext directory. Then in serverextmut.uc you would need to add a line like this in Default properties:

Spoiler!

Good Luck! ;)
 
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[video=youtube;0-1YBfNBoLU]http://www.youtube.com/watch?v=0-1YBfNBoLU[/video]​



This is an example of how TW needs to support mods and community content. There is no support for weapon info using .int in workshop. For custom weapons to be identified in trader the client must add/create the file locally to their (... Documents\My Games\KillingFloor2\KFGame\Localization\INT) directory.

Think of the new ideas and weapons and excitement this would generate for the game if TW supported new community ideas.

I'm glad I was able to help gall875 so he could finally enjoy all the effort he invested into his weapon and see it in game.
 
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