Yup... Now make me a scar to fire the 8mm mauser. No amount of power is enough when you play on hard mode with newbies and have to finish every wave by yourself
MK23Fire KF-Arcade-Shopping-CON.MK23.MK23Fire0 (Function IJCWeaponPack-BETA6.MK23Fire.DoTrace:04BB) Accessed None 'IgnoreActors'
Warning: MK23Fire KF-Tachikawa.MK23.MK23Fire1 (Function IJCWeaponPack-BETA6.MK23Fire.DoTrace:04BB) Accessed None 'IgnoreActors'
Warning: DualMK23 kf-Canville.DualMK23 (Function KFMod.Dualies.AttachToPawn:00E6) Accessed None 'altThirdPersonActor'
Warning: DualMK23 kf-Canville.DualMK23 (Function KFMod.Dualies.AttachToPawn:011C) Attempt to assign variable through None
Warning: DualMK23 kf-Canville.DualMK23 (Function KFMod.Dualies.AttachToPawn:0132) Accessed None 'ThirdPersonActor'
Warning: DualMK23Fire kf-Canville.DualMK23.DualMK23Fire0 (Function IJCWeaponPack-BETA6.DualMK23Fire.DoTrace:04BB) Accessed None 'IgnoreActors'
I must say this has been the same through all of the versions since it's been around. My theory is that the "reload" you see is not actually a reload to what the actualy gun says it is. Reason I think this is because it is so powerful, people can easily use it with commando for the reload speed as it really does not need damage bonus at all to take anything out. I see it as a balance to keep the gun's power to have these defects like the weight for example. I like it how it is.
Yeah I can understand what you said etc but I ment I think it was on purpose so people didn't go commando to get the reload speed.i think that i also mention about commando also gain no bonus from it =,= and yes i did put what i think there too. about the balancing issue, if it is at its current damage then it may be ok as it is. i won't make any suggest about what it should be but i did mention about 'tinkering' with it, that's why i put it here.
I must say this has been the same through all of the versions since it's been around. My theory is that the "reload" you see is not actually a reload to what the actualy gun says it is. Reason I think this is because it is so powerful, people can easily use it with commando for the reload speed as it really does not need damage bonus at all to take anything out. I see it as a balance to keep the gun's power to have these defects like the weight for example. I like it how it is.
Im glad someone cleared it up more for us and has proof of it I completely forgot about the LAR hidden bonus & Xbow as an example.It's the same with the Xbow. It's not really a reload, the weapon basicly has just one huge magazine and each "reload" is in actuality just an attack-speed thing, sorta like the pumping on the pump shotgun. It never actually does a real reload (programming-wise), hence why the neither the Commando nor the Sharpshooter reloads any faster with either the Xbow or the M99.
At least, that's my theory
And speaking of this:
You know how the LAR actually has both a faster reload speed AND faster rate of fire the higher level you are with the Sharpshooter? It's because the Sharpie gets a hidden attack speed bonus on the LAR and that hidden attack speed bonus is what the M99 and Xbow (and the Hunting Rifle too!) should be needing to be able to actually "reload" faster between each shoot (Since the M99 and Xbow actually don't reload). Just a gutfeeling for you programmers who want to fool around with this
It's a shame that the perk bonuses are so misleading, cuz even though it says that the Xbow gets a reload speed from the Sharpshooter bonuses, it doesn't! :/
// Removed all General Damage additions for the Sharpshooter in Balance Round 6 in favor of a headshot focus
//static function int AddDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<DamageType> DmgType)
static function float GetHeadShotDamMulti(KFPlayerReplicationInfo KFPRI, class<DamageType> DmgType)
// Modify fire speed
static function float GetFireSpeedMod(KFPlayerReplicationInfo KFPRI, Weapon Other)
{
if ( Winchester(Other) != none )
{
static function float GetReloadSpeedModifier(KFPlayerReplicationInfo KFPRI, KFWeapon Other)
{
if ( Crossbow(Other) != none || Winchester(Other) != none ||
Deagle(Other) != none || M14EBRBattleRifle(Other) != none )
{
yes, firing speed of LAR isn't here. 9mm is there ...60% more damage with 9mm, Handcannon, Rifle, Crossbow, and M14
75% less recoil with 9mm, Handcannon, Rifle, Crossbow, and M14
60% faster reload with 9mm, Handcannon, Rifle, Crossbow, and M14
50% extra headshot damage
70% discount on Handcannon/M14
Spawn with a Crossbow
that's for the official perk if i am correct. the bonuses of each perk have many changes so far if you really look into its source, the problem is that they hardly update the description, that might be the reason of the hidden bonuses or not working bonus.
for example; (directly from its class)
The current sharpshooter, the bonus damage of each weapon has been taken out. the only thing left is headshot multiplier.
here's the firespeed bonus, it is applied for LAR only !Code:// Removed all General Damage additions for the Sharpshooter in Balance Round 6 in favor of a headshot focus //static function int AddDamage(KFPlayerReplicationInfo KFPRI, KFMonster Injured, KFPawn DamageTaker, int InDamage, class<DamageType> DmgType) static function float GetHeadShotDamMulti(KFPlayerReplicationInfo KFPRI, class<DamageType> DmgType)
the reload speed is hereCode:// Modify fire speed static function float GetFireSpeedMod(KFPlayerReplicationInfo KFPRI, Weapon Other) { if ( Winchester(Other) != none ) {
and here is what the perk saysCode:static function float GetReloadSpeedModifier(KFPlayerReplicationInfo KFPRI, KFWeapon Other) { if ( Crossbow(Other) != none || Winchester(Other) != none || Deagle(Other) != none || M14EBRBattleRifle(Other) != none ) {
yes, firing speed of LAR isn't here. 9mm is there ...
for the xbow no reload bonus can be applied even it is there in the code .. xbow and m99 seems to be reload, but it is firing animation .... not the reload ...
I use an older version of ServerPerkV4 cause if I use the newest version of ServerPerkV4 I get an CritError the first time I shoot a zed. Would be cool if anyone could tell me why and if there will be/is a fix.General protection fault!
History: UObject::execClassContext <- (IJCPerActivationMut KF-Arcade-Shopping-CON.IJCPerActivationMut @ Function IJCWeaponPackPerkActivation14.IJCPerActivationMut.PostBeginPlay : 0122) <- UObject:rocessEvent <- (IJCPerActivationMut KF-Arcade-Shopping-CON.IJCPerActivationMut, Function IJCWeaponPackPerkActivation14.IJCPerActivationMut.PostBeginPlay) <- ULevel::SpawnActor <- (IJCPerActivationMut) <- UObject:rocessEvent <- (KFGameType KF-Arcade-Shopping-CON.KFGameType, Function KFmod.KFGameType.InitGame) <- BeginPlay <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ClientTravel <- UGameEngine::Tick <- Level KF-Arcade-Shopping-center <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 4C576C61 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
Just to clarify a few things:
1) Winchester or Rifle is the LAR actually xD
2) Exactly, the M99 and Xbow never ACTUALLY reload, it's just a firing animation.
3) The Sharpshooter actually has an updated bonus-description where it only states the new headshot damage, but it is still a very, very flawed description.
This it what it says currently:
* 10 - 140% headshot damage bonus with 9mm, HC, Rifle, Xbow and M14
* 25 - 75% recoil reduction with 9mm, HC, Rifle, Xbow and M14
* 10 - 60% reload speed bonus with 9mm, HC, Rifle, Xbow and M14
* 5 - 50% general headshot bonus
* 10 - 70% discount with HC and M14
Now here are all the flaws:
* 9mm only gets up to 40% headshot bonus on Survival and HoE
* Recoil reduction doesn't benefit 9mm, Dual 9mm, Dual HC or Xbow
* Reload speed bonus does not apply to 9mm, Dual 9mm, Dual HC or Xbow
* General headshot bonus + the Sharpshooter weapon bonuses are messed up. It only needs to say 10 - 60% headshot bonus with the Sharpie weapons, since you also get the 5 - 50% general headshot bonus. So it LOOKS like the general bonus is given twice, but it isn't.
* The LAR gets a hidden 10 - 60% ATTACK SPEED bonus (so it both shoots faster between each shot, aka, the cocking is done faster between each round fired)
* The Xbow gets a hidden ? - 42% AMMO discount as well
In short: The perk descriptions REALLY need an update (not only the Sharpshooter) and/or we need a new beta-testing again to change a few things, like some of those changes Scary_ghost made.
And back to the actual thread:
The beta 6.0 weapons work just fine, but when i use the perk activation 1.4 (the one you get with the download), the game crashes, so there seems to be a flaw in some of the coding (?)
Nevertheless, i LOVE the Kel-tech. I'd be glad to see all its stats though (Damage per pellet and number of pellets in particular) cuz i'd love to help balancing it
I will take a look at it as soon as possible, but atm I got lots of stuff to do, but I will do my best. BTW if this gets Whitelisted (dont know when the next KF Update comes) it should work perfectly with the originally perks
But I think TWI will not release a update in months so we have to wait