how to get deployables to work.

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Izan199

FNG / Fresh Meat
May 23, 2010
3
0
0
Hello guys I was thinking if it is possible to get deployables into killing floor e.g turrets and landmines. if you know of a certain way please tell me thank you very much in advance. staf is free to move this post to it's respective area.
 
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crono

FNG / Fresh Meat
Oct 3, 2009
54
2
0
Oslo, Norway
Would it be different from the pipebomb? If not then thats obviously a good place to start

But if you're asking how to make it appear in-game, such as through the trader menu then that depends on how you want it to be deployed
 

crono

FNG / Fresh Meat
Oct 3, 2009
54
2
0
Oslo, Norway
Theres also a "class TurretController extends AIController;" in the UnrealGame folder in the SDK. This should be a good starting point for an actual turret, while something deployed like the pipebomb, a mine, remote explosives and tripmine would be simpler IMO
 

Izan199

FNG / Fresh Meat
May 23, 2010
3
0
0
Re: how to get deployable to work.

Re: how to get deployable to work.

The turret itself is going to be automated and have it's own weaknesses such as not being able to target stalkers and having a detection radius of only 50 degrees. I also want the turrets to be deployed by the players themselves. P.S I will not release this mod/add on for anyone this just personal hobby I have.
 

Izan199

FNG / Fresh Meat
May 23, 2010
3
0
0
I have not got the retail game itself I am making this KFmod 2.5

The turret itself is going to be automated and have it's own weaknesses such as not being able to target stalkers and having a detection radius of only 50 degrees. I also want the turrets to be deployed by the players themselves. P.S I will not release this mod/add on for anyone this just personal hobby I have.
 
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