Gun Mods...

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slavek

Grizzled Veteran
May 4, 2006
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UnrealEd: Viewport #1
The community would be unbalanced. If you were to start making weapon mods as opposed to monsters, we would not have anything new to blow up. On the flip side, if we didn't make new weapons, we would not have anything new to blow up your specimens with:D. Chaotic balance.


Also Jack and Ivan are organic weapon making factory. Like Yoyo said, take a look at Runestorm mod from UT2004.
 

Falidell

FNG / Fresh Meat
May 22, 2009
646
78
0
32
Mesa,Az,USA
my opinions:
now my opinion is simple.. make whatever you guys feel like making lol, if you want it, nothing is stopping you have at it. new content keeps the game alive. however i think what would have the largest impact of game longlivity is new levels/maps, themes that are either never been done or not used very often.. like a factory, apartment complex, or caves.

the rest of this stuff is my opinions on the specifics

Specimens- oh we so need different speciments lol! nothing crazzy like rhino zombies tho lol.. even just simple random skins for the current specimens will do altho now that i think about it i don't think coding in random skins into specimens would be that hard in theory... just have an array of skin options then when it spawns it'll choose a random skin from the array.. just a theory i have my own projects to do atm so i won't have time to test it out.


Guns/Equiptment- Im all for new guns and equiptment So Long as they arn't like crazy unrealistic like Flashing Textures(altho a husk arm cannon would be cool.. even if it's pushing it a bit in the realism aspect), or crazy stuff like 500rpm pistol with 100 round clip.. etc. More Gun options=better. even if they are only slightly different in terms of stats. i like having lots of options.


Gametype Mods/stuff- now a new gametype is pretty cool to have however if you do the actual gametype route you'd have to make new levels specifically for that gametype OR you'd have to manipulate whats on normal maps in some way to get what you want.. but then again you can do this in Unrealed. i mean look at s281, fel, dextronaut they turned the kf gameplaytype into mission type. no coding used.. just simple everyday triggers and such..


EDIT: now that i think about it i think what people are actualy trying to do when they make anything is make substance.. thats what this game needs: substance.. atm i feel it's becomming hollow and empty
 
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CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
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VIC
i would have made a barret .50 but they beat me to the punch.

The Barrett .416 is still open :p

barrett99416.jpg


I'm pretty sure the .416 Barrett calibre was made to circumvent the laws of the american states that didn't allow ownership of 12.7mm (.50) calibre weapons.

So theoretically you can make an M82/M95 in .416 without it being the same as the M99 in .50.
 
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No Glory

FNG / Fresh Meat
Dec 6, 2009
573
45
0
BC, Canada
-To be brutally honest (Hopefully non-offensive and on topic)-

Guns are far easier for tripwire to implement into the game. They require a smaller amount of code and not as many anims. (But don't underestimate how much work goes into one! Marco's work on the chaingun shows that) Tripwire would have an easier time adding a modified weapon to the game which just appears in trader time and does decent damage the community may dissaprove, but all they have to do is not buy the weapon, unlike specimens which must be faced in every game. The hard part is making sure the weapon actually adds something new to the game.

Specimens are difficult to make, and when you're done, there is no guarantee tripwire would accept it. Models could be judged as too scifi or just not fitting with TRIPWIRE'S vision of the game. (Not just the maker's opinion counts when it comes to having it accepted) A successful specimen though would be impressive for the community to take on (aka the brute). However, the current engine has some major restrictions in terms of what you can have for ai and while the creators put a lot of work in, the community may not realize this and see the specimen as incredibly primitive. The reason I say this is all specimen creators I have met in the past have ended up being scared away by these various reasons.

Gametypes are the hardest to make of the three depending on what the goal is. If it's a slight modification like the roll the die, then it can be a lot of fun. There are also a lot of mods made by a good friend of mind who sadly, no longer mods KF except privately named BlackCheetah- including the specimen VS and the original AI allies mod. Coders are very hard to find in this community but turn up a lot more on the unreal forums. The existing mods are not always posted on the forums, but if you join those small servers no one seems to play on, you may be pleasently suprised.


Quoting Zynthetic from one of the times we talked:

"In the scope of balance it's easier to add things that kill than add things to kill."
 
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timur

FNG / Fresh Meat
personally, I am all for people modding what they do best and taking advantage of the capabilities of KF. However, I must agree with Gibby in that it would be nice to see some gritty, unique weapons. There are just too many super shiny ultra new guns, and it would be nice to see at least a little reference to KF before the Level Up pack and see some weapons that are in no way high tech or new-ish.
 

slavek

Grizzled Veteran
May 4, 2006
3,075
943
113
UnrealEd: Viewport #1
The Barrett .416 is still open :p

barrett99416.jpg


I'm pretty sure the .416 Barrett calibre was made to circumvent the laws of the american states that didn't allow ownership of 12.7mm (.50) calibre weapons.

So theoretically you can make an M82/M95 in .416 without it being the same as the M99 in .50.

I remember being at a range and the local gun club pulled one out(Magazine .50cal Semi-Auto version), not sure if it was legal but awesome non the less. Omg that was gungasmic. If you were not directly behind the shooter, you could feel the shock wave ripple through your body.
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,572
573
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Start a topic about too many gun-mods...and people start to talk about guns hahaha. :)

oh well, I get it now. (deleting Maul / Brute / Shi.... erm... :D)
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
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VIC
I remember being at a range and the local gun club pulled one out(Magazine .50cal Semi-Auto version), not sure if it was legal but awesome non the less. Omg that was gungasmic. If you were not directly behind the shooter, you could feel the shock wave ripple through your body.

Did it look like this? :)

barrett_m82a2.jpg
 

Jack-Carver

FNG / Fresh Meat
Mar 28, 2009
834
232
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31
Start a topic about too many gun-mods...and people start to talk about guns hahaha. :)

oh well, I get it now. (deleting Maul / Brute / Shi.... erm... :D)

Whats the Shi.....? Tell us now!!!:D
Hey you shouldn't get the wrong impression that ppl only like weapon mods. Noone would complain about more specimen, as they'd just add more action and fun to the game. At least I'd love to see more of them!
 

timur

FNG / Fresh Meat
Start a topic about too many gun-mods...and people start to talk about guns hahaha. :)

oh well, I get it now. (deleting Maul / Brute / Shi.... erm... :D)

No, I personally would prefer more zeds, please don't do that :eek:

In my mind, zed mods are the most important/necessary, but their difficulty makes them almost a "specialty"; a select few are good at it, and the pure scale of such a project intimidates most potential modders.
 

halbridious

FNG / Fresh Meat
Jan 6, 2011
1,769
211
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Michigan (USA)
Zed mods... We need a flying zed - something that screeches and has to hover in the air to do so, like the invisi-chicks have to come outta cloaking to attack. That gives them a power and a weakness. it'd be awesome.
 

hipnox

FNG / Fresh Meat
Dec 9, 2010
326
137
0
speaking of zeds... experienced mods help me out here.


what if i make a model for, say, my female fleshpound, and want to add it to the game replacing the current FP model or as an alternative model which spawns at random... do i have to make all the animations from scratch :confused:
 

halbridious

FNG / Fresh Meat
Jan 6, 2011
1,769
211
0
Michigan (USA)
speaking of zeds... experienced mods help me out here.


what if i make a model for, say, my female fleshpound, and want to add it to the game replacing the current FP model or as an alternative model which spawns at random... do i have to make all the animations from scratch :confused:

question - How did u manage to add femininity to something with drills on its hands? If you pulled it off, thats one of the creepiest things out there :p
 

puppe

FNG / Fresh Meat
Nov 13, 2010
90
0
0
Finland, city of Espoo
Question about modifying gun features for solo games

Question about modifying gun features for solo games

Hi,

First, I've never used game editor and cannot program nothing.

I'd like to have aa12 for my solo games as follows:

support would spawn in round 1 with total ammunition of 10000 rounds and 500 rounds per magazine

Can someone tell how this could be accomplished or is it possible at all?