Inventory system
The inventory system in Killing Floor is controlled by two factors, weight; measured in blocks, and currency; measured in pounds (£).
All players start the game with a welder, medical syringe, knife, 9mm tactical pistol, 3 grenades, and fifteen weight slots; one of which is permanently taken up by grenades, regardless of the carried quantity. The remaining fourteen slots are then free to house the players choice of weapons. Every additional item the player picks up or purchases will occupy a set amount of slots, players can redeem these slots by selling or dropping said weapons. Players cannot exceed their carrying capacity and a players speed is determined in part by their number of occupied slots so players must choose between whether more guns is more important than maneuverability and which individual guns to use.
Currency is obtainable from killing specimens, borrowing off team-mates, healing team mates or from the wave survival cash bonus. The price of weapons can fluctuate heavily based on your currently selected perk and your level in that perk. For example; each of the three £2500 weapons cost only £749 while playing as a level 6 of the respective perk. Sell values of weapons also scale with the purchase values, the most common sell price is 75% of the purchase price, taking into consideration perk discounts and original ownerships.
Contents |
[edit] Inventory sections
There are six sections of the inventory; the passive section and the visible sections, in order these are:
- Melee weapons
- Secondary weapons
- Primary weapons
- Special weapons
- Tools
Items in each section can be quickly cycled through with their respective key, the passive section is occupied by grenades and armour which are used along side the other items.
[edit] Equipment table
[edit] Melee weapons
The melee weapons section consists entirely of the berserker's line of equipment. With the exception of the chainsaw, they allow their wielders to run faster and can be cycled through with the 1 key by default. They each have two modes for use, controlled by the primary fire and secondary fire buttons. The primary fire function, compared to the secondary fire, executes a faster, less powerful attack. The secondary fire, due to its higher damage value, is more capable of stunning specimens.
[edit] Secondary weapons
There are four firearms that fit into the secondary weapon slot, the 9mm tactical pistol, the .44 Magnum, the MK23 and the Handcannon. All of them are classified as sharpshooter weapons, but are often used by others as a sidearm. There is a unique ability extended only to these four secondary weapons, which is that of dual wielding; the ability to carry and use two of any at the same time for doubled rate of fire. There are however various downsides to dual wielding; it doubles reload times, renders the iron sights useless making long range fire difficult, and doesn't increase the maximum ammo carried. It also takes up an additional 4 weight blocks with the 9mm's (because the standard 9mm pistol weighs nothing due to it being undroppable) and an extra 2 with the .44 Magnums and MK23, effectively meaning that two 9mm's, two .44 magnums, two MK23s, a single handcannon, and dual handcannons weigh the same amount.
[edit] Removed weapons
Broken Pipe
- Was originally in the KFMod, was replaced by the machete. Its menu icon is also the machete (but has no highlight icon) while its trader icon is missing. Has no 3rd person texture. Has no alt fire.
Machine-Pistol
- Was originally in the KFMod. There is no 1st person model. Its 3rd world model is that of the 9mm from the KFMod. Carries 40 bullets per clip of 7, each clip cost £10.
Concussion Grenade
- Was originally in the KFMod. Its 1st person model are untextured arms/grenade and un-mapped hands. Its completely useless as it does nothing. Its 3rd world model is that of the frag grenade textured red. Ammo is £10 for 5 grenades. Its named Bullpup at the trader and has no icons.
Fist
- Was originally in the KFMod, basic hands. Its 3rd world model is the bullpup from the KFMod but floating. Its named "Buyable Item Name" at the trader, has no stats (everything on 0), no icons, no alt fire. Be warned, once obtained, there is no way to get rid of it.
Zed Controlling Device (Z.C.D.)
- The ZCD was originally planned for TW's PvP game mode. Only its blanned model animation with no texture can still be found.
Mosin Nagant
- Only its trader/menu icon was made.
Dragon's Breath Shotgun
- Only its trader/menu icon was made. It was replaced with the Trench Shotgun. When the Trenchgun was first release, it still had its basic shotgun material since it had the flashlight hud, which was not used.
Medic Grenade
- Only its trader/menu icon was made. There are 2 versions of the Medic Grenades's trader/menu icon.
Landmine
- Was originally in the KFMod, was most likely replaced by the pipe bomb. Only its model animation with no texture can still be found.
Mounted 50.cal
- Was originally in the KFMod. Only its model animation with no texture can still be found.
| Weapon | Weight | Cost | Sell Value | Section | Perk | Code | |
|---|---|---|---|---|---|---|---|
| Broken Pipe | 3 | £100 | £75 | Melee | Berserker | KFMod.BatPickup | |
| Machine-Pistol | 4 | £300 | £225 | Secondary | Medic | KFMod.MachinePistolPickup | |
| Concussion Grenade | 10 | £400 | £300 | Melee | Commando | KFMod.StunNadePickup | |
| Fist | 10 | Not Buyable | £0 | Melee | Medic | KFMod.ClawsPickup | |
| Zed Controlling Device (Z.C.D.) | N/A | N/A | N/A | N/A | N/A | KFMod.ZCDPickup (Not used) | |
| Mosin Nagant | N/A | N/A | N/A | N/A | Sharpshooter | ||
| Dragon Breath's Shotgun | N/A | N/A | N/A | N/A | Firebug | ||
| Medic Grenade | N/A | N/A | N/A | N/A | Medic | ||
| Mine | N/A | N/A | N/A | N/A | N/A | ||
| Mounted 50.cal | N/A | N/A | N/A | N/A | N/A |
[edit] Gallery
| Equipment by perk | ||||||||||||||
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| Weapon damage table |
| Language: | English • Русский |
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