Killing Floor

Killing Floor

Tau Cannon
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.
ExZeT 12 May, 2015 @ 1:07pm 
Hi, BoF!
Why you deleted projectile?
Muffs 12 May, 2015 @ 8:59am 
Niiiiiice
Queen Niijima 11 May, 2015 @ 8:48pm 
What do you mean over cha-

Kamakaz1cop has died
Kamakaz1cop overcharged the Tau Cannon.
GT4C 10 May, 2015 @ 7:58am 
cool
yonidemaet 10 May, 2015 @ 2:50am 
good job :)
Draphos 9 May, 2015 @ 8:16pm 
A lot of work put into this :) Great job
Malice 9 May, 2015 @ 6:18am 
aawesome!
linzer 9 May, 2015 @ 5:49am 
Nice!