Mod is being reworked, old content in spoilers.
Due to many issues with the addition of the new hit zones on the Husk and poor coding, I decided to temporarily/permanently remove the new features I have added and put much more effort into this mod than before. For now, I have added in new moves to the Husk per difficulty.
Addition number 1: Husk will have a 50% chance to move and attack on Hard difficulty, 75% chance on Suicidal and 100% chance on Hell on earth. Video showing this: https://www.youtube.com/watch?v=ODpt357Jd9A
Addition number 2: Husk projectile will explode on contact with players and zeds rather than go through them. This video is not present in video form but will be in a compilation video of all the new additional husk moves added in after I get them all done.
Addition number 3 WIP: Husk's melee attack will be replaced with a flamethrower attack on Hell on Earth difficulty. Flamethrower and move is included and will be a 25% chance for the Husk to do this move. Video showing this: https://www.youtube.com/watch?v=Q9NAGnJiR20
This is a current WIP as 1): I need to make it replace the melee attack on HoE(the melee range will be increased so the flamethrower attack will activate farther than the typical melee range of the Husk). 2):The Move and Attack animation while added in, hasn't been coded in to be activated yet and the Animation is missing the required notifications for Sound, Chargeup and Projectile spawning/Calling the function.
Spoiler!
Ever since KF2 was released, there was some interesting additions such as being able to destroy the husks backpack and make him explode as well as shooting metal parts of zeds such as the blade and see sparks as well as hear the impact noise or being able to shoot parts of the head off. I want to bring all of that in kf1 with my...extremely beginner crappy coding skills. So far, I have replicated the Husk exploding nicely but I do want to improve it further more as the fire doesn't damage any zeds nor do sparks come out of areas that are shot(I have no idea how to replace the blood with sparks). Here's a video: https://www.youtube.com/watch?v=Xl_cIPXEkac
Would love to have some feedback and some help I guess? Not that KF1's that active but I love the game and I'm hoping to see more cool stuff go on in the modding community.
Edit: Updated video https://www.youtube.com/watch?v=Z77QXbIYelQ (ignore the music)
Would love to have some feedback and some help I guess? Not that KF1's that active but I love the game and I'm hoping to see more cool stuff go on in the modding community.
Edit: Updated video https://www.youtube.com/watch?v=Z77QXbIYelQ (ignore the music)
Due to many issues with the addition of the new hit zones on the Husk and poor coding, I decided to temporarily/permanently remove the new features I have added and put much more effort into this mod than before. For now, I have added in new moves to the Husk per difficulty.
Addition number 1: Husk will have a 50% chance to move and attack on Hard difficulty, 75% chance on Suicidal and 100% chance on Hell on earth. Video showing this: https://www.youtube.com/watch?v=ODpt357Jd9A
Addition number 2: Husk projectile will explode on contact with players and zeds rather than go through them. This video is not present in video form but will be in a compilation video of all the new additional husk moves added in after I get them all done.
Addition number 3 WIP: Husk's melee attack will be replaced with a flamethrower attack on Hell on Earth difficulty. Flamethrower and move is included and will be a 25% chance for the Husk to do this move. Video showing this: https://www.youtube.com/watch?v=Q9NAGnJiR20
This is a current WIP as 1): I need to make it replace the melee attack on HoE(the melee range will be increased so the flamethrower attack will activate farther than the typical melee range of the Husk). 2):The Move and Attack animation while added in, hasn't been coded in to be activated yet and the Animation is missing the required notifications for Sound, Chargeup and Projectile spawning/Calling the function.
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