Killing Floor

Killing Floor

185 ratings
Tau Cannon
   
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8.055 MB
8 May, 2015 @ 2:28pm
5 Jun, 2015 @ 4:40pm
3 Change Notes ( view )

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Tau Cannon

Description
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[edits]: v1.2 released to change the weapon from a hitscan to a projectile-firing weapon. The shot is now visible with a flame emitter on it, and will scale with the different charging levels of the alt-fire. In addition to killing the user, overcharging now also damages nearby ZEDs (and is a guaranteed ZED-Time trigger). As for balancing the damage/costs, that remains to be seen.
v1.1 released to deal with the problem of not being able to afford ammo when it's been fired too many times (I'm convinced bBuyClipSize is ignored). Unfortunately, to get it to work now, the auto-reload situation no longer applies and you must now either manually reload or dry-fire the weapon. Fortunately the reload animation is non-existent, and the reload time is near instantaneous, so continuous firing is still available.
The reason the auto-reload was disabled was that otherwise, the gun would try to reload after firing and the firing animation would be cut short or not play at all. If I'm chargin' ma lazer I want to see the full effect!
[/edits]

Youtube link if you'd rather watch it there:
http://youtu.be/AN5B6Kguz_Y

Coinciding with Crowbar Collective launching an expanded Black Mesa on Steam, I'm releasing my port of the legacy-version's Tau Cannon / Gauss Gun / XVL-1456 for Killing Floor.

To install, subscribe or use the manual-install version below.
If you subscribe, wait for it to download, run the game and wait for the download completion notice in the menu screen's upper-right corner, then restart the game.
If you use the manual-install version, extract the folders to the folders of the same name in the game's directory. Don't worry about overwriting, since there's only three files- the resource .ukx file (put it in Animations) and the compiled .u and .ucl files (put both in System).
Regardless of which installation method you use, you must enable it as a mutator in Solo Play to either spawn with it, make it available in the Trader Menu (Commando section), or both.

If you're running a server, you should already know how to add stuff. Here are the lines to use in your weapons list:

TauC.TauCannon
TauC.TauCannonPickup

Manually-installed version:
www[dot]mediafire[dot]com/download/iipaq67ir2pihfs

Stats-wise, here are some numbers:
Weight: 10 blocks
Base Cost: 4000 (comes fully-loaded with ammo)
Ammo Cost: 5 per shot
Charge time: 5 seconds
Overcharge time: (3 + (FRand() * 5)) seconds more
Primary Damage: 90 (powerful, but expensive!)
Alternate Damage: 67 to 2,880 (depends on charge time)
18 Comments
Barrage o' Fail  [author] 21 Aug, 2015 @ 11:31am 
The test map is KF-TestMap-V.rom
Blackraven6 19 Aug, 2015 @ 9:16am 
Wats the testing map?
Barrage o' Fail  [author] 8 Aug, 2015 @ 8:50pm 
@Twinswordz21: Find it where? In the trader menu? If you're using the solo/offline mutator, it'd be at the bottom of the Commando section. The online version can be placed in whatever section you want with the pickup lines above.
Barrage o' Fail  [author] 5 Jun, 2015 @ 4:43pm 
@Vic: I agree that the original HL sounds would be better, but I'm not going to risk putting them in. As for the projectile part, I used a modified version of the Husk Gun's shot, crossed with shotgun pellets' properties, and a simple static mesh to get what is now available in v1.2.
Vic 5 Jun, 2015 @ 6:03am 
The firing/charging/discharging sounds actually suck. The only ones i love are from the original, good old Half-Life 1.
For the tracers - how about recoloured ZEDgun altfire beam, Seeker Six tracers, Husk's fireballs or even a simple crossbow/M99 tracers, or even simple bullets? Personally i'd prefer static sized, but visible projectiles over those completely invisible bullets when i hit stuff.
That_1_Guy 18 May, 2015 @ 3:02am 
wait so its a weapon for commando? Sweet.
Zanzibarbarian 17 May, 2015 @ 9:54am 
Alright, could you update it with over-penetration and louder sounds? I can barely hear them in game.
Barrage o' Fail  [author] 17 May, 2015 @ 9:01am 
@Falkok15: Making the shots over-penetrate would still be possible, even though it's a hitscan weapon (think the Handcannon or the other non-9mm sharpshooter pistols), but making the projectile larger involves either making it a projectile weapon or making the tracers look awkward to everyone else.
Zanzibarbarian 17 May, 2015 @ 8:03am 
My only complaint, it feels very weak, as the weapon sounds are really quiet, the beam doesn't go through multiple zeds(May not be able to make this work, but not that big of a deal), and the projectile is tiny, and makes it feel weaker.
Barrage o' Fail  [author] 12 May, 2015 @ 2:33pm 
@ ExZet: The projectile would not behave like the beam seen when fired in Black Mesa; instead, it would disappear once the far end collided with something, even if the near end just left the barrel. Realistically, the whole beam should move until the near end collides with something. Since this didn't work, I modified the beam tracer that the SP Musket uses and went with that.