Killing Floor Unused and Leftover Weapons
Killing Floor's files hold traces of weapons that never reached players: retail-era designs that were dropped, and old Killing Floor Mod weapons whose code was carried over into the retail game. Some of them can still be spawned with console commands, but they are broken in different ways. This page is part of our series on cut content in Killing Floor.
Unused Weapons
Dragon's Breath Shotgun
This is the standard shotgun loaded with dragon's breath rounds. It was most likely an early base version of the Trench Gun, before that shotgun got its own design. When the Trench Gun was added in the Hillbilly Horror update, it showed a flashlight on the player's HUD even though the gun has no secondary fire. Its class KFMod.TrenchGun still had this line:
bTorchEnabled=true
So pressing the ToggleFlashlight key did nothing at all, and it did not switch you to the 9mm either. This leftover was removed in a later October update.
Trader texture.
Weapon select icon, selected.
Weapon select icon, unselected.
The flashlight indicator on the HUD.
Mosin Nagant
A WWII-era sniper rifle. Only its UI textures are left in the files today. The model once leaked through the game files and was later removed. The Mosin Nagant had no textures of its own: only the model with animations and a few sounds, with a reused scope texture as its only texture.
Trader texture.
Weapon select icon, selected.
Weapon select icon, unselected.
The model with Unreal's default "mold" texture.
Possibly how the rifle would have looked in first person.
ZED Control Device
The "ZED Control Device" was apparently meant to let players control ZEDs in some way. Some long-time players say it once had code in the files, which was removed later. It is assigned the AA12's animations, and the model looks like a rectangle with some kind of round mesh. No textures or weapon code remain.
The files also contain an unused "Zed Control" combiner. It uses a Red Orchestra body texture, which code would presumably swap for a ZED texture, and it looks similar to the Siren's scream effect. It was most likely related to the device.
A small trace remains in KFMOD.ucl: an entry that points to classes that no longer exist and carries a fallback description that appears nowhere else.
The ZCD model.
The combiner applied to a Clot.
ClassName=KFMod.ZedControlDevice, PickupClassName=KFMod.ZCDPickup, AttachmentClassName=KFMod.ZCDAttachment, FriendlyName=KFMod.ZedControlDevice.ItemName, Description=KFMod.ZedControlDevice.Description, FallbackName="ZCD", FallbackDesc="An advanced tactical assault rifle. Fires in semi or full auto great power and accuracy."
KFMonster also still has code for the device's effects. A controlled ZED gets 25% more health and movement speed:
var bool bZedUnderControl; // The zed is under the control of the zed control device
var int NumZCDHits; // How many times has this zed been hit with the ZCD Device
// This zed has been taken control of. Boost its health and speed
function SetMindControlled(bool bNewMindControlled)
{
if( bNewMindControlled )
{
NumZCDHits++;
if( bNewMindControlled != bZedUnderControl )
{
SetGroundSpeed(OriginalGroundSpeed * 1.25);
Health *= 1.25;
HealthMax *= 1.25;
}
}
else
{
NumZCDHits=0;
}
bZedUnderControl = bNewMindControlled;
}
// Handle the zed being commanded to move to a new location
function GivenNewMarker()
{
GotoState('');
}
// Getter for the Original groundspeed of the zed (adjusted for difficulty, etc)
simulated function float GetOriginalGroundSpeed()
{
if( bZedUnderControl )
{
return OriginalGroundSpeed * 1.25;
}
else
{
return OriginalGroundSpeed;
}
}
The ZEDs that can rage (Gorefast, Scrake and Fleshpound) have their own version: after more than one hit from the device they run to the marked location.
// This zed has been taken control of. Boost its health and speed
function SetMindControlled(bool bNewMindControlled)
{
if( bNewMindControlled )
{
NumZCDHits++;
// if we hit him a couple of times, make him rage!
if( NumZCDHits > 1 )
{
if( !IsInState('RunningToMarker') )
{
GotoState('RunningToMarker');
}
else
{
NumZCDHits = 1;
if( IsInState('RunningToMarker') )
{
GotoState('');
}
}
}
else
{
if( IsInState('RunningToMarker') )
{
GotoState('');
}
}
if( bNewMindControlled != bZedUnderControl )
{
SetGroundSpeed(OriginalGroundSpeed * 1.25);
Health *= 1.25;
HealthMax *= 1.25;
}
}
else
{
NumZCDHits=0;
}
bZedUnderControl = bNewMindControlled;
}
// Handle the zed being commanded to move to a new location
function GivenNewMarker()
{
if( bRunning && NumZCDHits > 1 )
{
GotoState('RunningToMarker');
}
else
{
GotoState('');
}
}
Leftover Weapons
KFMod.u, which holds most of Killing Floor's game-specific code, contains classes for four old KF Mod weapons: the "Bat", "Claws", "Machine Pistol" and "StunNade". They are quite broken, but they can still be spawned and picked up. All of them come from the mod, and KFMod.int, which holds most of the game's text, still has their strings. Below is what each one looks like in the retail game. For how these weapons looked in the mod itself, see the prototype page.
Bat / Broken Pipe / Machete
This is the most interesting class. In KF Mod 1.0 it was a baseball bat. From 2.0 onward it became a metal pipe but kept the same class, with updated code and strings. It then seems to have served as the base for the retail Machete: some names in the retail version of the class were changed to "Machete".
It is also the only leftover that got a bit of retail-style animation work not found in any KF Mod version. The model may also have been a placeholder for the Machete: it shares the Machete's launch animations, and even lacks the heavy attack the Machete did not have at launch. The model is simply the KF Mod 2.5 one scaled down, and the third-person pickup is far too big.
The unused broken pipe view model.
You can still get it with cheats by typing summon KFMod.BatPickup in the console. Its Trader description and pickup message:
"This bit of broken pipe looks like it was pried from a gas-line."
"You got a broken pipe."
The Broken Pipe in game. It is much smaller and thinner than intended.
According to the "Труба" ("Pipe") thread on the killingfloor.ru forum, the pipe shows up on some custom maps, and with the CustomShop mutator it can be sold at the Trader with this ini line:
WeaponForSale=KFMod.BatPickup
Nothing extra needs to be downloaded. From what thread members observed, the pipe deals the same damage as the Machete, weighs 3, costs 100, has no alternate attack and was not touched by patches. The Berserker gets no bonuses from it. It has no Trader icon and shows up as a Machete in the inventory.
Claws / Fists
A very old leftover from KF Mod 1.0. It was only ever used there and never came back, so the code is badly broken and outdated. The weapon barely works, has lost the double hit it had in 1.0, and has no heavy attack. The class is just called "Claws", perhaps because it was used for fists before. It may have been meant for ZEDs, or for letting players play as ZEDs in KF Mod.
All its assets are gone from the files. Only the code and an untextured view model remain, so in practice it has no view model. The pickup does not drop to the ground like retail pickups and uses an oversized KF Mod 2.5 bullpup as its model, though that may simply be because the weapon could not be dropped in KF Mod. You can still spawn it with summon KFMod.ClawsPickup. Its Trader description and pickup message:
"Bloody and Sharp. Yikes! "
"Claws!"
Land Mine
A cut KF Mod weapon that is still in the code, but almost all of its working code has been stripped and only one model is left. It does not work even when spawned with cheats.
The land mine model.
Machine Pistol
A weapon from KF Mod 2.5 that, as far as is known, was unused there too. What is left in retail is basically a 9mm pistol with different stats, no view model and the KF Mod 2.5 9mm pickup model. Full-auto fire is gone, but it can still be fired very quickly. Its Trader description and pickup message:
"A fully automatic 9mm pistol.."
"You got the Machine Pistol"
Stun Nade
Another cut KF Mod 2.5 weapon with remains in the game. It was probably meant to work something like a flashbang. A lot of its code is left, but it would most likely not work in retail after all the changes. You can spawn it and hold it in your inventory, but you cannot throw it, and summoning the projectile does nothing.
The view model is the 2.5 frag grenade with broken and missing textures. The files also have a red version of the grenade texture, and KillingFloorStatics.usx has meshes that are the normal frag with that red texture. You can still spawn it with summon KFMod.StunNadePickup.
The badly broken Stun Nade view model.
The textured world model.
The Stun Nades in game, complete with Unreal's "mold" texture.
Its description and pickup message:
"the Concussion grenade does very little damage to enemies, but will stun any foes in the explosion AOE for a brief period of time."
"You got the Concussion Grenades"
SP Variants
The "SP" variants of some weapons are still in the files. They look exactly like the regular weapons because they extend the normal classes and only change the stats. They are left over from the KF Mod 1.0 single-player mode.
DM Variants
The cut KF Mod Deathmatch variants of weapons are also still in the files. They too look identical and only have different stats.
Related pages
Source
Based on Killing Floor/Unused and Leftover Weapons at The Cutting Room Floor, licensed under CC BY 3.0. The CustomShop note comes from the killingfloor.ru forum.