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Would you want to have 75+ weapons and euipment?

Yes
No

kfmod 2.X Weapon expansion  (Read 1878 times)

Izan177

kfmod 2.X Weapon expansion
« on: May 26, 2010, 06:29:43 PM »
hello everyone I am going to be making a Weapon add-on for Kfmod that adds several weapons and de-ployables such as.

  • Land mines
  • small automated gun turrets.

Othe weapons included such as

FN SCAR L

G36 KE

Remmington 870 CS

M590 CQB

MP5

XM8

Gail sniper

 and many more.

If you want to help out please PM me.

deathnotedo

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Re: kfmod 2.X Weapon expansion
« Reply #1 on: May 26, 2010, 07:06:01 PM »
awsome cant wait :D 8)

Monsterboy

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Re: kfmod 2.X Weapon expansion
« Reply #2 on: May 26, 2010, 07:10:01 PM »
No offense mate but seeing what you replied in the shout box I doubt you'll be able to make 75+ weapons if you don't know how to make models, animations and sound effects. Would take a huge amount of time to make all these weapons. I don't know enough about UT modding, but I'm pretty sure implementing the finished models, animations and sound effects into the game is less than 5% of the work if you know how. Personally I also think that KF is a fun mod, not a realism mod. I don't need a selection of all assault rifles this world has to offer when they all have very minor differences only regarding gameplay.

I like the mines and turret ideas though. Although I think the AI may not be ready for turrets, it would probably just work like a cheat. Turrets firing, AI not even noticing them. But mines would be great, I always miss them while playing. I would even offer to make a mine mesh for you (since it takes about twenty minutes to make ;)) if you know how to implement it and make it go boom.

poompoom500

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Re: kfmod 2.X Weapon expansion
« Reply #3 on: May 26, 2010, 07:25:42 PM »
 >:( To Izan177,

Quote
hello everyone I am going to be making a Weapon add-on for Kfmod that adds several weapons and de-ployables
Great Ceasar's fire! That would be great. But like Monsterboy said "implementing the finished models...is less than 5%". Can you make one and have us get  a try at it? The proof is in the pudding, as they say.
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Xeverus

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Re: kfmod 2.X Weapon expansion
« Reply #4 on: May 26, 2010, 10:06:28 PM »
I like all these weapons, but I hope for an auto shotty. A gun like that would be killer (balanced and expensive of course :) Since tripwire called rights to the AA-12, maybe something like an USAS? Just a dream of mine that'll never come true. Good luck making them regardless, learning modeling, texturing, importing, hit boxing, and perfecting for use in game takes about a year or so, to understand at least.

Izan177

Re: kfmod 2.X Weapon expansion
« Reply #5 on: May 26, 2010, 10:27:42 PM »
No offense mate but seeing what you replied in the shout box I doubt you'll be able to make 75+ weapons if you don't know how to make models, animations and sound effects. Would take a huge amount of time to make all these weapons. I don't know enough about UT modding, but I'm pretty sure implementing the finished models, animations and sound effects into the game is less than 5% of the work if you know how. Personally I also think that KF is a fun mod, not a realism mod. I don't need a selection of all assault rifles this world has to offer when they all have very minor differences only regarding gameplay.

I like the mines and turret ideas though. Although I think the AI may not be ready for turrets, it would probably just work like a cheat. Turrets firing, AI not even noticing them. But mines would be great, I always miss them while playing. I would even offer to make a mine mesh for you (since it takes about twenty minutes to make ;)) if you know how to implement it and make it go boom.

No offense taken not all the weapons of the world will be included. Just Aprroximately 50-160 nothing more nothing less.
I like all these weapons, but I hope for an auto shotty. A gun like that would be killer (balanced and expensive of course :) Since tripwire called rights to the AA-12, maybe something like an USAS? Just a dream of mine that'll never come true. Good luck making them regardless, learning modeling, texturing, importing, hit boxing, and perfecting for use in game takes about a year or so, to understand at least.

Xm 1014 anyone?


poompoom500

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FPS game - singularity...
« Reply #6 on: May 28, 2010, 05:45:06 PM »
 :( To Izan177,

Have a look see at this FPS (first person shooter) from Gametrailers. It might give you ideas to your weapons mod -
http://www.gametrailers.com/video/impulse-power-singularity/100644.
« Last Edit: May 28, 2010, 05:55:49 PM by poompoom500 »
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Snipe34

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Re: kfmod 2.X Weapon expansion
« Reply #7 on: February 11, 2011, 08:12:59 PM »
But I think Izan had great success with his disappearing device...

Have a look at some new weapons here: http://www.youtube.com/watch?v=HLJEaAt83RI&feature=email&email=comment_received

Also added, Mac10/dual Mac10s and long sword.
« Last Edit: February 11, 2011, 08:17:42 PM by Snipe34 »

Devon00789

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Re: kfmod 2.X Weapon expansion
« Reply #8 on: February 15, 2011, 10:20:44 PM »
I have an idea for a gun, what about a musket? http://themiasma.com/Smileys/DarkB/undecided.gif I hope people don't hate this because the musket is a strong weapon.  I heard that it could go through one person and into another.  If not why not a gun with two functions, like a m16 with grenade launcher?
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[MiA]Raj

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Re: kfmod 2.X Weapon expansion
« Reply #9 on: February 16, 2011, 09:03:12 AM »
Weapon ideas... Probodly too powerful, but nice weapons:
some SMGs, eg Ingram and MP5
Striker shotgun aka Streetsweeper
Sawed-off shotgun

Sorry Snipe, I haven't tested your latest expansion yet. I've had just no time in <4 days per month when I'm at home.

Snipe34

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Re: kfmod 2.X Weapon expansion
« Reply #10 on: February 16, 2011, 04:21:55 PM »
Np Raj when you can and you'll find the Ingram, Mac10 and dualies.  But sawed-off just doubling on the HS?  The Striker: http://en.wikipedia.org/wiki/Armsel_Striker   All I need is MORE time, but rl keeps taking that.

Musket, Devon00789 yep, coincidentally when I was making the new Winchester this vid helped me out.  The old guy also has a more modern musket: http://www.youtube.com/watch?v=5vRFvd1W8v4  Easier/quicker to load than older musket type.

Anyway I'm working on a storymode map just now, and thinking about some npcs.  Also to make Mrs Clamely the 2nd boss. NPCs: the game always says: 'rescue civilians.'  So we need some civilians.  But mainly waiting for Hamada to return from wherever he went, somewhere in Argentina...

But Hamada got storymode working, just need to fix up the new weaps bugs.  I'll keep y all posted.

PS: Hamada is very exact with his scripting, so you can be sure things will work  :D
« Last Edit: February 17, 2011, 01:46:08 PM by Snipe34 »

Devon00789

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Re: kfmod 2.X Weapon expansion
« Reply #11 on: February 17, 2011, 11:31:04 PM »
I have a couple more ideas for guns/equipment, guns first; jackhammer , H&K UMP (with extended mag, laser pointer, and acog scope), OHHH what about a vektor y3 agl? too overpowered HELL YEA!!, what about a lewis gun (WW2 gun), AO-46, Ithaca 37 "Stake out", mag-7 "civilian", m1a1 (with drum round), and maybe a home made Molotov Cocktail launcher.

Now the equipment; wooden planks and hammer (cheesy I know, but what if we want to enforce doors plus it could be a substitute for the welder but not as effective, maybe strong enough for a bloater but weak enough for a gorefast/stalker/2 crawlers), Motion Sensors (mainly so you don't get flanked), trip laser (when a zed steps into the sight, the trap would activate a high frequency sound that would instantly kill clots, bloaters, and a 50-50 chance of decloaking a stalker), a wired bomb (can be placed on doors and floors Killing everything in a 2 meter radius when detonated), infrared camera (used to show zeds coming down a hall just around the corner [1.5 meter radius]), Molotov, (just fire in a bottle [its cheaper than the Cocktail Launcher ;D])
glow-sticks (illuminates a surrounding area for 10 minutes in a green/white/red light in a 8 meter radius).

what about melee; Sickle (cheap but deadly), scythe (more advanced version of Sickle, but weighs heavy and more expensive), Industrial Saw (most expensive, and the most deadly [has a over heat of 4 minutes if used too long])

And that's all I could come up with/find :3 
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Devon00789

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Re: kfmod 2.X Weapon expansion
« Reply #12 on: February 18, 2011, 01:26:57 AM »
 >:( I got more ideas. HEHEHE,

Guns; Ares "Shrike" LMG (http://world.guns.ru/userfiles/images/machine/ares/1297426993.jpg this is here to show you what I think should be on the gun), Boys Mk.I anti-tank rifle , KRISS Vector CRB/SO, Saiga 308 rifle "hunting type" wood furniture,

  Hey this website is perfect with finding guns: http://world.guns.ru/index-e.html, use it often if you want ideas for guns It has guns all the way to ww1 (as far as I've seen) but it's a great website.
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Snipe34

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Re: kfmod 2.X Weapon expansion
« Reply #13 on: February 18, 2011, 02:54:17 AM »
Some great ideas :)

The M202A1 I like and it looks straightforward, although I'm not sure about scripting it.  Currently only a few guys making stuff and scripting  :'(   Thankful there's 2 great mappers, a skinner and other ppl are working at maps too.

Thanks for those links - useful :)


 



« Last Edit: February 18, 2011, 02:56:28 AM by Snipe34 »

[MiA]Alucard

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Re: kfmod 2.X Weapon expansion
« Reply #14 on: February 18, 2011, 11:08:15 PM »
make a Golden Desert eagle just for me :)  :-\