Moderator: Guardians Knights
Tacodaninja wrote:http://killingfloor.ru/forum/index.php?/topic/2039-%D0%B8%D0%B3%D1%80%D0%BE%D0%B2%D0%BE%D0%B9-%D0%BA%D0%BE%D0%BD%D1%82%D0%B5%D0%BD%D1%82-%D0%BE%D1%82-%D0%BE%D0%BF%D0%B5%D1%80%D0%B0%D1%86%D0%B8%D0%B8-%D1%8B/#entry56849
scroll to the top theres a alright pistol for pistol pro
Guardian wrote:Tacodaninja wrote:http://killingfloor.ru/forum/index.php?/topic/2039-%D0%B8%D0%B3%D1%80%D0%BE%D0%B2%D0%BE%D0%B9-%D0%BA%D0%BE%D0%BD%D1%82%D0%B5%D0%BD%D1%82-%D0%BE%D1%82-%D0%BE%D0%BF%D0%B5%D1%80%D0%B0%D1%86%D0%B8%D0%B8-%D1%8B/#entry56849
scroll to the top theres a alright pistol for pistol pro
Thanks I will check it out I downloaded it and started editing the source Pistol Pro is probably about 60 to 70% complete I have all the weapon files pretty much done, except for this new one. I worked on it for a little while Perk should be good to go by Saturday evening, unless I run into some snags
RedDynasty[PT] wrote:Hey guys, i know your are all busy with the other perks so i decided to get some work done for the perk i suggested.
I allready got the perk icons and im trying to get the KF models so i can work out on them for the Sorcerer's models.
Cheers.
Ags_Da_Ags wrote:Hey gaurdian its ags was thinking you could add grenader perk where the perk centers around only using grenades.
Thought this might be a lay out for it possiable depends on how it actually would play out.
Also thought that the grenades should be weapons and not to be included with the ones already built in which is why i put grenade increase and grenade starting ammo and max ammo in parathesis after the weapon. also thought u could possiabley add special weapons like healing nade (that heal for a fixed amount in the explosion radius)/fire/stun/lure/cluster etc. Also my thinking behind this perk was that it should be durable as reg perks like commando/sharp/support but having a weakness to fire but resistance to explosions because most likely things arn't gunna go perfect when your lobbing grenades around husks. Last thought it should have increase in speed because the perk doesn't require the user to have heavy equipment but thought it should be slightly faster to get a little bit of distance between the person and zed but not enough so it become overpowered and indepent of the teams support.
Ps: at level 10 i think its explosive resistance should be like 95% or so but not 100%
Level 0 Grenader
+5% damage with Grenade Weapons
+20% Grenade Capacity
+3% faster movement speed
+10% resistance to explosive
-125% resistance to fire
Weak Grenades(5/30) added to Inventory
Level 1 Grenader
+15% damage with Grenade Weapons
+40% Grenade Capacity
+6% faster movement speed
+20% resistance to explosive
-120% resistance to fire
Standard Grenades(5/20) added to Inventory
Level 2 Grenader
+25% damage with Grenade Weapons
+60% Grenade Capacity
+9% faster movement speed
+30% resistance to explosive
-115% resistance to fire
Molotovo Grenades (5/20) added to Inventory
pps: forgot to add a grenade distance throw incres and alt fire could possiably be used to change grenades time delay
-ags
Tacodaninja wrote:http://forums.tripwireinteractive.com/showthread.php?t=51112
i found another pistol when looking around
http://forums.tripwireinteractive.com/s ... hp?t=75219
lol yes XD
Ags_Da_Ags wrote:Hey gaurdian its ags was thinking you could add grenader perk where the perk centers around only using grenades.
Thought this might be a lay out for it possiable depends on how it actually would play out.
Also thought that the grenades should be weapons and not to be included with the ones already built in which is why i put grenade increase and grenade starting ammo and max ammo in parathesis after the weapon. also thought u could possiabley add special weapons like healing nade (that heal for a fixed amount in the explosion radius)/fire/stun/lure/cluster etc. Also my thinking behind this perk was that it should be durable as reg perks like commando/sharp/support but having a weakness to fire but resistance to explosions because most likely things arn't gunna go perfect when your lobbing grenades around husks. Last thought it should have increase in speed because the perk doesn't require the user to have heavy equipment but thought it should be slightly faster to get a little bit of distance between the person and zed but not enough so it become overpowered and indepent of the teams support.
Ps: at level 10 i think its explosive resistance should be like 95% or so but not 100%
Level 0 Grenader
+5% damage with Grenade Weapons
+20% Grenade Capacity
+3% faster movement speed
+10% resistance to explosive
-125% resistance to fire
Weak Grenades(5/30) added to Inventory
Level 1 Grenader
+15% damage with Grenade Weapons
+40% Grenade Capacity
+6% faster movement speed
+20% resistance to explosive
-120% resistance to fire
Standard Grenades(5/20) added to Inventory
Level 2 Grenader
+25% damage with Grenade Weapons
+60% Grenade Capacity
+9% faster movement speed
+30% resistance to explosive
-115% resistance to fire
Molotovo Grenades (5/20) added to Inventory
pps: forgot to add a grenade distance throw incres and alt fire could possiably be used to change grenades time delay
-ags
Guardian wrote:Ags_Da_Ags wrote:Hey gaurdian its ags was thinking you could add grenader perk where the perk centers around only using grenades.
Thought this might be a lay out for it possiable depends on how it actually would play out.
Also thought that the grenades should be weapons and not to be included with the ones already built in which is why i put grenade increase and grenade starting ammo and max ammo in parathesis after the weapon. also thought u could possiabley add special weapons like healing nade (that heal for a fixed amount in the explosion radius)/fire/stun/lure/cluster etc. Also my thinking behind this perk was that it should be durable as reg perks like commando/sharp/support but having a weakness to fire but resistance to explosions because most likely things arn't gunna go perfect when your lobbing grenades around husks. Last thought it should have increase in speed because the perk doesn't require the user to have heavy equipment but thought it should be slightly faster to get a little bit of distance between the person and zed but not enough so it become overpowered and indepent of the teams support.
Ps: at level 10 i think its explosive resistance should be like 95% or so but not 100%
Level 0 Grenader
+5% damage with Grenade Weapons
+20% Grenade Capacity
+3% faster movement speed
+10% resistance to explosive
-125% resistance to fire
Weak Grenades(5/30) added to Inventory
Level 1 Grenader
+15% damage with Grenade Weapons
+40% Grenade Capacity
+6% faster movement speed
+20% resistance to explosive
-120% resistance to fire
Standard Grenades(5/20) added to Inventory
Level 2 Grenader
+25% damage with Grenade Weapons
+60% Grenade Capacity
+9% faster movement speed
+30% resistance to explosive
-115% resistance to fire
Molotovo Grenades (5/20) added to Inventory
pps: forgot to add a grenade distance throw incres and alt fire could possiably be used to change grenades time delay
-ags
Actually the Grenader was already on my perk list I have several, it just takes time to make them. I pushed it back because its going to take some time coding it. Because i will need to make grenades to be as weapons and not as a extra like the stock ones... As for the flame nades, that won't work sadly... Because all fire damage goes to the firebug. The explosive damage i can make new damage source files to pull the impact and blast for those... But fire damage doesn't seem to work the same. So, fire nades wold be a no go sadly Also heal nades... Because all healing damage would go to medic... Fire and healing doesn't seem to be setup the same as other damage types. I will look into it more however later on and I will work on this perk later on Combat Medic is the next one, and I have one or maybe two that I would like to do after the Combat Medic
Tacodaninja wrote:Guardian wrote:Ags_Da_Ags wrote:Hey gaurdian its ags was thinking you could add grenader perk where the perk centers around only using grenades.
Thought this might be a lay out for it possiable depends on how it actually would play out.
Also thought that the grenades should be weapons and not to be included with the ones already built in which is why i put grenade increase and grenade starting ammo and max ammo in parathesis after the weapon. also thought u could possiabley add special weapons like healing nade (that heal for a fixed amount in the explosion radius)/fire/stun/lure/cluster etc. Also my thinking behind this perk was that it should be durable as reg perks like commando/sharp/support but having a weakness to fire but resistance to explosions because most likely things arn't gunna go perfect when your lobbing grenades around husks. Last thought it should have increase in speed because the perk doesn't require the user to have heavy equipment but thought it should be slightly faster to get a little bit of distance between the person and zed but not enough so it become overpowered and indepent of the teams support.
Ps: at level 10 i think its explosive resistance should be like 95% or so but not 100%
Level 0 Grenader
+5% damage with Grenade Weapons
+20% Grenade Capacity
+3% faster movement speed
+10% resistance to explosive
-125% resistance to fire
Weak Grenades(5/30) added to Inventory
Level 1 Grenader
+15% damage with Grenade Weapons
+40% Grenade Capacity
+6% faster movement speed
+20% resistance to explosive
-120% resistance to fire
Standard Grenades(5/20) added to Inventory
Level 2 Grenader
+25% damage with Grenade Weapons
+60% Grenade Capacity
+9% faster movement speed
+30% resistance to explosive
-115% resistance to fire
Molotovo Grenades (5/20) added to Inventory
pps: forgot to add a grenade distance throw incres and alt fire could possiably be used to change grenades time delay
-ags
Actually the Grenader was already on my perk list I have several, it just takes time to make them. I pushed it back because its going to take some time coding it. Because i will need to make grenades to be as weapons and not as a extra like the stock ones... As for the flame nades, that won't work sadly... Because all fire damage goes to the firebug. The explosive damage i can make new damage source files to pull the impact and blast for those... But fire damage doesn't seem to work the same. So, fire nades wold be a no go sadly Also heal nades... Because all healing damage would go to medic... Fire and healing doesn't seem to be setup the same as other damage types. I will look into it more however later on and I will work on this perk later on Combat Medic is the next one, and I have one or maybe two that I would like to do after the Combat Medic
what about poison nades and couldnt you just use the stun nades model/code?
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