Killing Floor

Killing Floor

H&K 416c Assault Carbine
40 Comments
Guyguyga 29 Oct, 2021 @ 11:24pm 
I saw you talking about your scope placement. Personally, I think video games don't have to be realistic, especially not a game about shooting experiments that are totally not zombies. I love over-the-top stuff, and I think your gun is hilarious. if you're having fun, that's all that matters.

I don't know if you were going for realism, but I noticed that you've been (to some degree) defending your setup. If you want to, let's chat about it. I like to keep it friendly, though I do ask that you're open minded towards criticism. Let me know if you're interested.
G-Human.Warena 9 Oct, 2019 @ 11:51am 
dude this i havent even tried but you took it too high man. the details the info the way to explain things its awesome
Barrage o' Fail  [author] 30 Dec, 2017 @ 7:04pm 
@Andreas Schwarz: It would, although realistically it should be mounted on top. Some people [ https://www.pewpewtactical.com/3-gun-ready-ar-15s/ ] prefer to have a variety because it means faster target acquisition times.
MooGoesCow99 11 Apr, 2015 @ 11:11am 
thanks
Barrage o' Fail  [author] 10 Apr, 2015 @ 7:52pm 
@MooGoesCow(second leader): The map in the video is DeathBasinSands.
MooGoesCow99 9 Apr, 2015 @ 2:23pm 
What map is that O_O
**Devtros** 30 Mar, 2015 @ 1:46pm 
At the caption I wrote "hahaha", but I took it because I thought it's kind of insulting your work even though it's not. So anyway it was unecassary.
Barrage o' Fail  [author] 29 Mar, 2015 @ 3:45pm 
@**Devtros**: Yeah, that was intentional. Keep in mind the scope's mounted to the gun at a 45-degree angle. I rotated the texture to reflect that (the center of the crosshair being where shots actually go). Insult? I percieve no insult.
**Devtros** 29 Mar, 2015 @ 11:03am 
Is that supposed to be like that? I thought it was some kind of an error to the mod (or you forgot about it). I apologize for the insult on the picture.
Barrage o' Fail  [author] 29 Mar, 2015 @ 9:26am 
@**Devtros**: I have. Are you referring to the sight being angled, the lack of the occluding circle around everything but the center of the screen, or something else?
**Devtros** 29 Mar, 2015 @ 9:06am 
Barrage, have you tried to set the scope on textured mode?
Barrage o' Fail  [author] 4 Mar, 2015 @ 5:40pm 
@Xenotime: I imagine that's why the crashes were occuring; farther-away third-person models were trying to use the lower-poly mesh or whatnot, and crashed when it couldn't find them.
Thanatos 4 Mar, 2015 @ 5:38pm 
Barrage:
If you try to look at meshes of re-worked projects using umodel, you will notice that you can't see the meshes. Why? That's because the rename method was used (and I speak from experience, because I have done that myself)
Barrage o' Fail  [author] 4 Mar, 2015 @ 4:27pm 
...aaand done. See if that works any better! Thanks for the info Xenotime, that LoD explanation tells me why a number of re-worked projects caused random crashes.
Barrage o' Fail  [author] 4 Mar, 2015 @ 3:55pm 
@Xenotime: Nope, that clarifies things fine. Expect a .u/.ukx duo shortly.
Mythril 4 Mar, 2015 @ 2:22pm 
so wow
Thanatos 4 Mar, 2015 @ 1:59pm 
Barrage:
When we run custom servers, we run it with all of the weapon classes in one .u package, instead of linking it to multiple weapon packages. Also, when you use KFEd's rename method on meshes to combine files, you can actually cause it to lead to players randomly crashing when it's running since the LOD's will be missing from the meshes. In addition, we combine the file into a .ukx FOR a reason because we want to lower the number of weapon packages as much as possible... If you still don't get it, feel free to add me or Forrest and we can further explain why we are stressing this fact.
Barrage o' Fail  [author] 27 Feb, 2015 @ 3:14pm 
@[WPC] Forrest Mark X: [I'm a bit confused why separating the code from the resources would be required for custom servers, unless you wanted to cut down on the number of packages the server needs to load, in which case read on]
You wouldn't need to combine the .u, just move the non-script parts into a new/existing package via KFEd's Rename (which admittedly gives mixed results on meshes). In this way, the resources exist in a separate file, and if saved after this the original .u file will think to look there for them. The unrealscript from the .u could then be decompiled, and, after changing the scripts' references to the new resource file, recompiled into or with existing custom stuff. No rebuilding necessary beyond 20 minutes of unrealscript.
Forrest Mark X 27 Feb, 2015 @ 2:21pm 
Actually no, some people will never want to completely rebuild the .ukx .utx and .uax and everything just to strip the code, You can't combine the .u into a .ukx either even if you NULL out the code as the class names will still be present and cause errors
Barrage o' Fail  [author] 27 Feb, 2015 @ 2:17pm 
@[WPC] Forrest Mark X: I beg to differ, it seems to work just fine on the server I tested it on. Exporting resources from it via ucc and umodel seem to work fine as well, so anyone looking to add it to their standalone custom resources could just merge them together [Tangent: thanks for your work on the Ballistic Weapons KF port!].
mayonnaise 26 Feb, 2015 @ 3:58pm 
idk if i downloaded it right but i cant seem to find it :(
Chaos Monk 25 Feb, 2015 @ 9:00pm 
Looks pwetty. :rainbow:
Forrest Mark X 25 Feb, 2015 @ 8:46pm 
Why in the world did you pack everything into the .u? You now made it useless to those who want to use it in custom servers with compressed resources as you can't seperate the assets and code
Barrage o' Fail  [author] 25 Feb, 2015 @ 7:24pm 
@KZ LinkZ: What perk's guns are you looking through in the shop? It should be at the bottom of the Commando perk, due to the way custom weapons are added, and it'll be at full price in solo mode regardless of your perk level.
@Verhotur: Glad you like it.
verhotur 25 Feb, 2015 @ 7:00pm 
ствол заибатый мне нравится
skull emoji 25 Feb, 2015 @ 6:09pm 
Hey me again umits a great mod just one problem, when i equip the mutator to put the weapon(s) in the shop, it doesnt appear in the shop, its been happening so can you help? is there some console command i need?
Barrage o' Fail  [author] 25 Feb, 2015 @ 4:37pm 
@AlexThunderbird: You need to add them via the Mutators tab in Solo mode. Add the mutator(s) you want to use, and if all works as intended the mutators take effect once you start.
LexCondran 25 Feb, 2015 @ 5:23am 
so how do i use this... or any gun mods for kf... i have like 10 subbed guns and not 1 shows up in game
Barrage o' Fail  [author] 23 Feb, 2015 @ 5:13pm 
@[Scrn]PooSH: But, but... the turning of the sideways and the angled rail and the... [Holy 5h!7 it's *PooSH*]. I did it more that way as a proof-of-concept thing; seeing if it'd even work was most of the reason I made it that way. Same reason I made the Big Stick last year - I wanted to see if a weapon could shoot and have melee capability as well (which later led to me putting a bayonet on the Kar98 floating around).
[ScrN]PooSH 23 Feb, 2015 @ 12:38pm 
I suggest putting both sights on the top of the gun and using alt fire to switch between ACOG and reflex sight.
GabenPlzNerf 22 Feb, 2015 @ 9:42am 
You should use and Eotech with flip magnifier! that might fit better?
PhantomDiz 21 Feb, 2015 @ 7:48pm 
This is one sweet ass gun I love it
=E= Affenrodeo 21 Feb, 2015 @ 1:16pm 
How can i use Costum weapons in solo game??? Mutatoren not found
wild0ne2 21 Feb, 2015 @ 1:05pm 
things
Mew Mew 19 Feb, 2015 @ 8:20am 
Awesome Gun...however instead of putting the sight on the right you should have put it on top of the other Zoom then the reflex on top of each other which would make it a hybrid optic sight (Like the one from BO2)
skull emoji 18 Feb, 2015 @ 3:57pm 
This mod is Amazing honestly one of the best mods ive used.
Thanatos 18 Feb, 2015 @ 2:50pm 
That link is exactly what I mentioned....
Barrage o' Fail  [author] 18 Feb, 2015 @ 2:21pm 
@[HzG]Taka: Went looking, didn't find anything beyond this thread here:
http://forums.tripwireinteractive.com/showthread.php?t=76186
Could you please elaborate?
Thanatos 17 Feb, 2015 @ 4:18pm 
Very nicely done weapon... However, you would not be the first to do two sights for a weapon... ro_sauce did something like this for a M4 SOPMOD some times ago....