[MOD] Aliens:KillingFloor

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Hemi

FNG / Fresh Meat
Jul 30, 2010
1,570
573
0
Plans for the weapons:

Assault Rifles
1. M41A Pulse Rifle Classic (AKF)
2. M41A Pulse Rifle Legendary (ACM)
3. M41A Pulse Rifle 2 (AVP2010)
4. M41A Pulse Rifle MK2 (ACM)
5. M41A Pulse Rifle / Flame Thrower (ACM)
6. M41A Pulse Rifle Tactical (ACM)
7. NSG 23 Assault Rifle (ACM)
8. ARMAT M39 Submachine Gun (ACM)
9. M4 (KF)
10. FNFAL (KF)

Scoped Rifles
11. P9 SHARP Rifle (ACM)
12. XM-99A Plasma Pulse Rifle (ACM)
13. ARMAT M4RA Battle Rifle (ACM)
14. M14EBR (KF)
15. M99 AMR (KF)
16. M42C Scoped Rifle (AVP2010)

Medic Rifles
17. MP7M (KF)
18. MP5M (KF)
19. M7A3M (KF)
20. Schneidzekk Medic Gun (KF)

Flame Units
21. M240 Incinerator Unit (ACM)
22. M240 Incinerator Unit 2 (AKF)
23. FlameThrower (KF)
24. M260B Flamethrower (AVP2010)

Shotguns
25. ARMAT M37A2 Pump Shotgun (ACM)
26. ARMAT M37A2 Pump Shotgun Legendary (ACM)
27. W-Y MK221 Tactical Shotgun (ACM)
28. Sawed-off Double Barrel Shotgun (ACM)
29. ZX-76 Shotgun (AVP2010)
30. USCM Breacher (AKF)
31. Ithaca Model 39 (AKF)
32. Shotgun (KF)
33. Hunting Shotgun (KF)
34. AA12 Shotgun (KF)
35. Combat Shotgun (KF)
36. Trenchgun

Pistols
37. ARMAT M4A3 Service Pistol (ACM)
38. ARMAT M4A3 Service Pistol Legendary (ACM)
39. W-Y 88 MOD4 Combat Pistol (ACM)
40. W-Y 88 MOD4 Combat Pistol (ACM)
41. VP78 Pistol (AVP2010)
42. MK23 (KF)
43. Handcannon (KF)

Special
44. M59/B Smart Gun (AKF)
45. M56A2 Smart Gun (ACM)
46. USCM X4 Grenade Launcher (AKF)
47. UA 571-C Sentry Gun (AVP2010)
48. UA 571-C Remote Sentry (ACM)

Tools
49. Motion Tracker (AKF)
50. Medic Kit (AKF)
51. TNR Shoulderlamp (AKF)
52. Combat Knife (KF)
53. Flares/Glowsticks

Grenades / Bombs
54. Pipebomb (KF)
55. FireBomb (KF)
56. ARMAT M40 HEDP Grenade (ACM)
57. ARMAT U4 Firebomb (ACM)
58. ARMAT M20 Claymore Mine (ACM)
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,570
573
0
In theory, if I simplify the reload animations, it would not take up too much time.

Getting every weapon to use a seperate anim set is just a bit too much. I really want to do this like Serious Sam. Gun down, gun up: reloaded. And add a simple reload for shotguns. And it will prob be less laggy ingame (don't know if animsets effect that, but I would think so)

I know some of you gun fanatics won't like that method. But I have to make a choice between keeping the visual style "Aliens" like (with the correct FPS arms etc) and adding all the guns from past Aliens games or creating one big pile of mixed styles ranging from ACM to KF--->And still be able to actually finish this mod lol. If I can get every weapon working with 1 anim set, and still make them fun with the addition of some sound replacements etc Ill be a happy bunny.

Ill do some experiments this weekend, see what works best.
 

FluX

Grizzled Veteran
Oct 26, 2010
5,379
234
63
www.fluxiserver.co.uk
Not sure if this is what Dr.Killjoy is meaning but there is a way to set the weapon to force an animation set for the character, but then could reset it afterwards. This would stop the spam for the official characters in the logs then.
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,570
573
0
ACM's turret and laptop. Working. (turret will be bigger in the future lol)

1024x640.resizedimage
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,570
573
0
Right, I need your help guys.

I want something unique for the gametype, but haven't a clue what would be a fun new way of playing the game.

A few things I want personally removed from the traditional style of KF play:
 

Massacrer

Member
Mar 26, 2012
933
5
18
hzgaming.net
What you can do is do something like a point system (based on the number of kills) and an inventory system kind of thing where there is a limit in the availability of certain weapons.
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,570
573
0
There will still be 53 weapons to choose from. But I think I will make the carry weight of each perk 10 KG and each weapon 5 KG. For example a shotgun with an M41A. Or a sentry bot with a flame unit. Ultimate combo's will prob be made like a sentry with a smartgun, but those can be balanced with ammo.

Reduce the balance factors basically.

Objective modes require maps, but at this point it would seem I need to have those anyway. Ive been browsing maps yesterday, but it's going to be a little hard finding the right maps with the propper size for the now bigger aliens.

It would be nice if I had a map that was generated procedural with the right heights and widths. That way I could dress it up in the style of aliens and make a few different versions. Ive seen a gungame map that has that functionality, would be nice if this sorta thing was made for a normal KF mode.
 

braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
0
Merry Ol' England
You could have lockers spread around the map that only carries a specific type of weapon.
As each wave is complete a new tier of weapon type is unlocked? I am quite sure that the new coding for the game would suit this perfectly.

This would keep it fair and not require money/point system.

Looking bloody good so far though
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
1,570
573
0
You could have lockers spread around the map that only carries a specific type of weapon.
As each wave is complete a new tier of weapon type is unlocked? I am quite sure that the new coding for the game would suit this perfectly.

This would keep it fair and not require money/point system.

Looking bloody good so far though

That's a brilliant idea actually. :)
 

janenad

FNG / Fresh Meat
Mar 18, 2014
2
0
0
Hi Hemi, I was on the A:CM forums if you might remember. Just got the game yesterday and the mod today, I'm loving it, though I've known about it from the start but I still haven't found a match yet. The new reskins that you're doing are awesome, the turret pic just made me drool :p so I was wondering if you could maybe do a reskin of the Queen, using the A:CM one and add new, more fluid animations to the xeno's attacks if that's possible ( sorry, don't know much about modding) and maybe change the color of the acid to a more bright yellow, but not too much. Some kind of objective mode would be nice. :)

P.S. I know this may not be the place to ask, but I installed all the mod parts, from the 4 parts in the Steam Workshop to the official site's, updates and hotfixes, and everything is working great except one thing, after a wave when I go to the trader, I never see new equipment to buy, I can't buy any new weapons, they don't even show up in the trader, neither the motion tracker or smartguns or turrets. Is it cause I'm low rank or something, or did something go wrong in my installation?
 

DMN666

Active member
Jun 14, 2012
2,511
12
38
Brooklyn, NY
I have some ideas...

- A "exp" system. At your first time at war, your not gonna be no Captain America, your gonna start off with the simple things. So player would need to man up (these would be the exp) and first pick the simple and easy weapons. They would later on unlock for advance weapons. But in order to obtain advance weapons, the player must first "buy" the previous weapon before if. (Think of buying a Bullpup first, which unlocks the AK47, which then unlocks both the Scar AND FAL, all which must be purchased for a small price). Your EXP will not deplete unless... A} You die (you should not lose more then %40), or B} get sappy. By sappy I mean being kind. As a stereotypical man at war, showing emotion weakens you. Doing things like quick healing partners and "checking up" on them. This would actually be the replacement of spitting out dosh. Since this is a co-op game, I don't wish for that feeling of lending wads to someone who needs it be gone for good. Sounds dumb I know, or maybe that it might be too much to implement...or just go with what BD said. A care package at the end of a wave would also work.

- Ammo should be free, just don't take all of it...(only if using my crappy system.)

- Since there will be no dosh, replace that key for a running one. There should be no reason to take out a knife in the heat of a alien battle just to be a bit faster. Plus KF doesn't have one so score one for ALIENS.

- I don't recall if ALIENS KF uses zed time, but it should be removed since its a KF trademark.

- Trader time should be either removed completely or changed up a bit. After every wave, their should only be about 20 secs to get ready. After every 3-4 waves, then the game would allow for standard trader time...that's if the players keep quiet. Griefable? Totally. Got it off from L4D? Probably!

- This is me being a scum to players, but having a specific xeno that would attack the weapons locked would be nice. It would promote teamwork if the players wish to have more guns. Of course these xenos would show up rarely (at lease once in every game.) and would make a obvious sound/entrance to ready up the players for their arrival.

- Having even specific xenos on maps would be nice. Be it a different type of enemy or even reskins. This was something I would have done if I ran a KF server (downloading time would be a drag since i would use about 6 custom re-skin sets. Official maps would also have a edited version because of this.)

Well that's all the ideas I got, I hope some are at lease plausible. :cool:

@Hemi for Objective: FEL already made ported his decent ALIENS theme map to objective, with some TLC and rescaling, that map would work.
 

TheThreeLaws

FNG / Fresh Meat
Mar 24, 2014
4
0
0
Hey guys,

I just stumbled onto this mod today, and have had a little trouble getting it running. I found it on the workshop page, saw that it wasn't working there, and went to the website. I've downloaded the 1.2 file there twice, each time getting an archive error upon attempting to extract it.

I then tried using the workshop files, which got more success--I could select the gamemode, map, and mutators. However, the custom perks and skins aren't available, and there are no custom weapons in-game--it's all the usual KF stuff. The aliens work and all, and the maps are fine, but nothing beyond that. Is that something for the hotfix file? Or is there something else I'm doing wrong?

Thanks in advance. Seems like a sweet mod that I'd love to check out.
 

TheThreeLaws

FNG / Fresh Meat
Mar 24, 2014
4
0
0
Hey guys,

I just stumbled onto this mod today, and have had a little trouble getting it running. I found it on the workshop page, saw that it wasn't working there, and went to the website. I've downloaded the 1.2 file there twice, each time getting an archive error upon attempting to extract it.

I then tried using the workshop files, which got more success--I could select the gamemode, map, and mutators. However, the custom perks and skins aren't available, and there are no custom weapons in-game--it's all the usual KF stuff. The aliens work and all, and the maps are fine, but nothing beyond that. Is that something for the hotfix file? Or is there something else I'm doing wrong?

Thanks in advance. Seems like a sweet mod that I'd love to check out.

Also, some really good ideas for progression and objective modes.

(If there are any issues with multiples of this post the full reply thing never ended up posting so I'm going with a quick reply.
 

TheThreeLaws

FNG / Fresh Meat
Mar 24, 2014
4
0
0
Anyone? I saw someone else earlier in the thread had the same problem and no one really answered them. I'd love to play this mod and can't figure what the issue is.