small gun pack

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The_Sorrow

FNG / Fresh Meat
Jun 2, 2009
805
138
0
27
Australia
hey encase you didn't know, you can put KF hands on these weapons, RO2, RO, KF they all use the same bones, same positioning and everything, all that you'd need to do is import the PSK to the KF arms in MAX and delete the RO ones, after that you just export a new PSK out with the KF arms, no positioning needed and then you just import to the KF engine, apply textures and the hands will automaticly catch on to the weapon, that's when there is an Animation in the scene, the actual PSK is just the skeletal mesh and the models, the reference you import to the engine will always be on Animations so you'd never see the positioning of the imported PSK.

this also means RO2 weapons can be ported.
 
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ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,134
329
0
bwhgaming.com
nice vids, i ported danzig and baksanvalley for use with gungame, should i make them into regular kf maps? (with zeds, traders, etc.)

(and yes i know about the weird 3rd person models not being aligned correctly, i'll fix that some day, but that will mean everyone having to redownload the anim file (186mb))
 
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DerET

FNG / Fresh Meat
Aug 27, 2011
26
0
0
MG42 is something about 800L and 4KG.
This should at least be 8000L and 14KG.
 

BartBear

Active member
May 15, 2007
1,296
24
38
Poland
discord.gg
nice vids, i ported danzig and baksanvalley for use with gungame, should i make them into regular kf maps? (with zeds, traders, etc.)

(and yes i know about the weird 3rd person models not being aligned correctly, i'll fix that some day, but that will mean everyone having to redownload the anim file (186mb))
1. DO You still need to ask?! Do it!! (please) :)
2. ...and DP fpp reload animation! But if you'll do the corrections then all you need (as a player) is to connect to my server and get it from my quick redirect ;):p
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,134
329
0
bwhgaming.com
lol, oooh, i keep forgetting i havent updated the code files here yet, lol.
ok gimme a minute.

ok updated the first post with the new code and another asset file (it was just to fix some animations)
 
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ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,134
329
0
bwhgaming.com
yeah sorry about that, its because it shoots a projectile, because i wanted it to have some "oomph" and throw the zeds back when it shot them.
 

NeedlesKane

FNG / Fresh Meat
Jan 18, 2012
151
1
0
Big D
Do any of the automatic weapons work with any perks yet aside from the STG44Scoped? I tried adding the lines as follows:

Perks=miscgunsv01.rifleman
Perks=miscgunsv01.assault
Perks=miscgunsv01.HMG
Perks=miscgunsv01.LMG

However, they didn't appear to be present in the miscgunsv01.u file so that did not do any good. Am I missing a file possibly? I know that in an earlier version of this mut I was able to do the first two perks. Thanks!
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,134
329
0
bwhgaming.com
i'm actually redoing those perks right now to have their own damagetypes to level up with (and trying to think of other requirements to level up)
i also fixed all the 3rd person models, so gimme a day or so to finsih the perks and the next update (miscgunsv02 & cjperksv02) will have the perks and guns fixed.
i'm using serverperks v5.5 as a base for my perks, but if you want i can make a separate version to run with serverperksv5.1