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- Machete:
- SCARMK17:
A different sight image and a mag that knows when it's new or used. These lights work similarly to the MK23 and uses the same colour scheme but this SCARMK17 is also lit from within the chassis. It also has been refinished with a black camo to further accentuate the lights.
- AA12:
The drum has an L.C.D. ammo indicator using 4 icons as indicators as well as using the colour scheme of green, yellow and red. On top of that, the front face of the drum has a L.C.D. screen displaying the appropriate colour.
- MK23 and Dual MK23s:
- Vlad 9000:
- Pipebomb:
- Husk Fireball Launcher:
"How is it possible to change the colour of fire?" I hear you ask. Well, lemme break down the science of this stylish weapon. First of all, let's list the colours this baby's got. We've green, blue, purple, yellow and red for a total of 5 different flavours of fashionable fire. To create these colours we used hydrogen borate (green), copper chloride (blue), potassium chloride and potassium bitartrate with a little strontium salt mixed in (purple), sodium bicarbonate (yellow), and strontium salt (red).
Notes:
- Overriding of perks (non-intrusive but necessary)
- Overriding of buy menus (non-intrusive but necessary)
For it to have discounts in vanilla, these things are necessary evils.
These weapons inherit all their gameplay-relevant values from their normal variants. They in no way change how the weapon is used.
Server Perks Download:
Pickup Class Names:
Source Code:
The source code for the pack can be found here. The code is split up into emitters and actual code, just keep it clean and free of dependson() stuff.Pickup Class Names:
Code:
CyberWeaponsV4_2SP.CyberMachetePickup
CyberWeaponsV4_2SP.CyberSCARPickup
CyberWeaponsV4_2SP.CyberAA12Pickup
CyberWeaponsV4_2SP.CyberMK23Pickup
CyberWeaponsV4_2SP.CyberDualMK23Pickup
CyberWeaponsV4_2SP.CyberVladPickup
CyberWeaponsV4_2SP.CyberPipePickup
CyberWeaponsV4_2SP.CyberHuskGunPickup
Source Code:
Version 2 Update Notes:
Spoiler!
- Removed all client polluting code! Everything is done without changing defaults.
- The trader menu has been modified in a non-obtrusive way now as a part of the removing client pollution. ShowBuyMenu() has been overridden in CWPlayerController to change the ClientOpenMenu()'s menu parameter.
- Asset loading has been redone. Less hitching and some effects now work more smoothly than previously.
- With the improved asset loading, all weapons now have proper HUD icons in-game.
- All tracers, 3rd and 1st person muzzle flashes, and various other emitters have been redone to give the weapons more of a unique feel.
- The Cyber AA12 is now using a custom projectile handler. It goes through a set of 3 different particles depending on ammo in the drum. As it empties, the saturation of the projectiles decreases. This has no effect over actual gameplay, however.
- Small changes to how the bloody or clean handler for the Cyber Machete worked and how it was enforced. Specifically CyberMachete.CheckForTextureChange() now has a parameter bForceChange which is called and used in CyberMachete.BringUp(), MacheteFireA.Tick() and MacheteFireB.Tick(). It's used to ignore the health change check inside of
CyberMachete.CheckForTextureChange().
- The Cyber Machete's bloody textures have been redone to (hopefully) make them look a little better.
- The Cyber Machete's fire classes (primary and alt) now extend off of the original Machete's. If any of the values of the original change, the Cyber Machete will inherit those values with no need to modify code.
- All perks have been rewritten so that all of the Power Up Pack weapons will assume values of their original counterparts, not just mimic the current values from perks. Similarly to the change above, this was done to keep the Cyber variants the same as the original ones.
- All weapons now use a new cubemap that doesn't clash against the monochrome metal as much as the default Killing Floor one did.
Version 4 Update Notes:
Spoiler!
- Package size has actually stayed mostly the same despite the 2 new weapons! This is because of some awesome help from a friend with which I was able to optimize how the Vlad 9000 and the AA12 stored textures.
- 3rd person dynamic textures were added! All weapons have their 1st person effects shown for all others to see.
- Texture loading has been optimized again! Now it'll load fewer textures as it goes instead of all of them in one shot!
- Variant class handling has improved! These weapons should now work regardless if TWI makes a reskin for one of their original counterparts!
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