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Not sure if that was your problem though since I'm not psychic and the workshop seems rather flakey at times anyway.
About the seeker6, I probably could but I have to much on my plate already. Change "InventorySize" in a renamed copy of KFWeap_RocketLauncher_Seeker6.uc, and modify a renamed copy of KFWeapDef_Seeker6.uc, then after brewing add it to the trader with TIM. See also https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1112644122
Can you make Seeker six custom weapon?
Weight 9 → 6
CD server is fatal because it has a fast zed spawn rate
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1136377316
Also for now I changed the cost to 1100, ammo cost to 44 and upped the weight to 4. Can we please discuss that further in the "balancing" topic I created above?
How about change weight 3KG to 5KG
and 1500Dosh
The Schneidzekk's weapon name should be displayed correctly, the mod has the required .int file included in the proper directory. I have just documented how to do that in the chapter "Advanced uploading" of the KF2 Modding for Dummies guide, seems like the official documentation is simply wrong.
@AiVo7z The weapon name won't display correctly unless HickHead has bypassed the localisation for the weapon name. I haven't checked, but I'm guessing they haven't. Usually the 'localised' name is retrieved from a localisation file, however these aren't currently supported in the KF2 workshop system, so the game doesn't know where to look for the weapon name. That's why you see that strange name instead. TWI have said it might be supported in the near future though.
If you're having trouble with the weapons packs, please report it with them so they may be able to fix it. And if you're having problems with server mods not downloading properly I'd like to suggest subscribing to them in the workshop so that your client (local game) already has them installed.
I'm glad to hear it works for you, I'm not really planning to add more weapons but move on to moddeling so I may be able to replace the scope with the classic iron ironsights (eventually). In the end I would like the Schneidzekk to look, feel and sound just like the original KF1 weapon.
You're right, currently it is way to OP (and cheap/light) for KF2 balance, but that's how it was in KF1 where medics had no weapon bonus at all. Compared to the Kriss, I have lowered the rate of fire (from 1200 to 952) but made the bullets do more damage (33 to 40). If there's ever a chance of getting it whitelisted, I'll be happy to adjust the stats.
You're welcome, it is fun to do and I'm learning a lot.
It's your weapon, so you do as you want but I think the weight seems to light. When you see that the normal Kriss weights 5kg, the medic version sould be the same. Or 4kg at least. And for the ammo cost that's the same. On your second picture we can see that 15 bullets that do 20 dmg each (101 Pistol) cost the same price than 33 bullets that does 33 dmg each (Kriss Medic). I don't think that's balanced. But at least, you understood that this weapon is too OP for being a Tier 2 weapon, so it costs 825 dosh. I don't know if that's enought in terms of balance, but still, that's a smart move.
But thanks for bringing a new Medic weapon. This game really need it :)