Killing Floor 2

Killing Floor 2

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Metroid Prime Power Beam (Halted because SDK is dumb)
   
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5.133 MB
24 Sep, 2018 @ 4:07am
1 Change Note ( view )

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Metroid Prime Power Beam (Halted because SDK is dumb)

Description
TL;DR JUST TELL ME HOW TO INSTALL AND USE THIS!!!
Holy hell fine...

You have to run the game at least once after subscribing for the file to show up in your documents folder...

To install locate...
...\Documents\My Games\KillingFloor2\KFGame\Cache\1521656889\0\

Drag the Published folder to...
(In the event it's named Unpublished, rename to Published)
...\Documents\My Games\KillingFloor2\KFGame\

To spawn the weapon...
Join a solo game and open the command console. (It's the '~' button located below the 'Esc' button at the top left of your keyboard.)
Type 'enablecheats' (without the quotes)
Then type/paste 'giveweapon ShikuPowerBeam.ShikuWeap_PowerBeam' (without the quotes)

Important Note
This mod uses the infamous LocalShaderCache-PC-D3D-SM4.upk and LocalShaderCache-PC-D3D-SM5.upk file that may be present in other mods. In which case they will not be compatible and one of the mods will lose their textures. This is a problem with the Killing Floor 2 SDK and Workshop Uploading Tool not compiling the shaders/materials into their respective files. I can't do anything about it. Go yell at Tripwire.

No Textures?
You have another mod that contains a LocalShaderCache-PC-D3D-SM4.upk and/or LocalShaderCache-PC-D3D-SM5.upk. You must remove that mod, unsubscribe from it, and delete it's relative folder from your download cache which is located at
...\Documents\My Games\KillingFloor2\KFGame\Cache



I did a thing about year and a half ago...
And I just recently remembered about it thanks Knuxfan24 making those Metroid Prime 2 multiplayer maps. And now I've decided to try and finish it. At least to the best of my abilities.

This is a Work in Progress. The Models and Textures were ripped from Metroid itself by Flarespire and put into Garry's Mod as props.
And then I took that and wanted to make a true custom weapon in KF2 that isn't just a model swap.
Which means if this turns out well then I'll be doing the other beam weapons in the series as well. And their secondary fire would be their super missle combo as well. Which actually kinda intimidates me. But it's not time for that yet!

So what do we have right now...
-A revised weapon model than the one from a year ago. I don't remember where I got that old one but it was blocky and lacking smoothing groups.
-The core of the weapon is extended from the Husk Cannon, so we have charge beam capabilities. (This was the primary reason I stopped working on this. I can't code for jack. So I kitbash existing crap together. This weapon in particular is the Husk Cannon, M203 Grenade Rifle, and some melee code thrown together.)
-ADS (Aim Down Sights/Ironsight) has been removed and replaced with a missle firing button. (middle mouse click also fires the missle)
-There's infinite ammo for primary fire and limited ammo for secondary fire. (Just for the sake of it being Metroid. And that I wouldn't know what to do for reloading atm to track ammo limtations)
-Mostly a placeholder, but there's a trimmed down version of the Husk Cannon charging effects.
-Third person model running on the Husk Cannon animations. I think I linked this wrong and it's all wonky looking.
-Drop model utilizing my Outline material effect that only renders at a close distance rather than the stock KF2 green barf that you can see from outer space.

And what's currently buggy...
-With the way the Husk Cannon works, and the way we would want the weapon to be fast firing, it enters into charging mode immediately which means it doesn't play a firing sound and only plays the charging sound. It's weird.
-Doing a projectile effect swap is a little troublesome. But tl:dr it doesn't want to render. Invisible projectiles. (I think it was something to do with being an extension or something... I'll figure it out soon. Hopefully...)
-I want this to be a Gunslinger/Demo weapon. But it wants to stay as a Firebug/Demo weapon. Which if you play this as a Demo, primary fire will create nukes during level 25 zed time as it's still the Husk projectile classed as an explosive. (I think I know how to fix this, and it probably has to do with the weapon extending from the Husk Cannon and refusing to take on the new properties)
-Animations are running on the HX25 Grenade Pistol animations. Besides the firing and missle reloading animations, I think it looks good.

What needs to be done...
-Custom animations. Which means I need to figure out all the bones I need to add for the different parts that move.
-Custom sounds. It should only be primary fire (if I can fix it), charging, charge fire, missle fire, missle reload and close.
-I need to learn how to use Kismet so I can use Kismet controled materials. This will allow me to activate the glowing when we start the charge beam. But maybe I can just have that glowing all the time and hide it within the weapon.
-There's a very small chance I'll be able to make some sort of weapon materializing effect similar to how changing weapons work in Metroid Prime. But this will require Kismet. This will be the very last thing I will try to do. But I might not do it at all. I have the models and stuff for the other Beam weapons that I would like to do down the line.
6 Comments
Juken 17 Jan, 2022 @ 11:31am 
uhh better idea
charge shot = hold right click
normal shot = spammy weak shot
holding right click = prime missile launcher
left click while holding right click = fire missile
ShikuTeshi  [author] 6 Sep, 2020 @ 7:20pm 
Something on Steams end seems to have done a stupid so it's no longer downloading the necessary scripts to use the weapon. It's not in a usable state anymore but the assets still exist.
ShikuTeshi  [author] 19 Oct, 2018 @ 1:43am 
It should. I don't think they made any major changes to the Husk Cannon which this is based off of. So it should still work. I'm not modding KF2 right now, but when I get back to it I'll be adding reinforcement to the script to prevent any updates ever causing a problem. Hopefully. But right now it shoulds till work.
󠀡 18 Oct, 2018 @ 11:46pm 
Does this still work in the newest update?
ShikuTeshi  [author] 5 Oct, 2018 @ 4:29pm 
Yeah, there's a plan about putting a charge mechanic on secondary fire. But that'll take some time to figure out how to do since I have to basically create an entirely new firemode just for that function to work.

But right now I'm dealing with animations for this and another mod. And that's been giving me a headache since it's not working as expected and I have to do a workaround that's a lot more work.
Juken 4 Oct, 2018 @ 9:42pm 
It'd be cool if you made holding right click lock onto a single enemy and fire a tracking shot.