New Weapon: Horzine M7A3 Medic Rifle

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-=Ivan=-

FNG / Fresh Meat
Oct 27, 2009
235
105
0
Ok new Beta, Jack and me made some Changes:
+ improved animations
+ smaller muzzleflash
+ improved texture
+ decreased recoil

Known Bugs:
- MK23 muzzleflash
- MK23 weight bug
- Vet Levels dont work

I am working on a better Texture and also i will improve the smoothing groups maybe tomorrow the next BETA will come

DOWNLOAD
 
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9_6

FNG / Fresh Meat
Sep 4, 2009
2,461
727
0
Looking good.
Aiming is much easier now that the gun doesn't jump up and down.
I'm not sure what exactly changed about the reload animation though.

Can't wait to see how the smoothed model will look.
 

Jack-Carver

FNG / Fresh Meat
Mar 28, 2009
833
232
0
32
Well the reload now is "stiffer" less woble and "heavier" (although this rifle weights about 3kg). I honestly really like it's animation but idk.... Maybe because you guys think that this rifle is heavy aqnd I think it's light or something else :D. I honestly don't know.
 
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Gooblaster

FNG / Fresh Meat
Oct 3, 2010
342
25
0
An update will be released today, which contains all the fixes you guys wanted. So basically it should be the last Beta.
@Gooblaster: Apearently the Static Meshes folder was written wrong. If you just copied the folder into your KF it wont work. Copy the files out of that folder into your static meshes folder! And yes, it is a mutator.
Or wait a little bit and download the new Beta :D

Okay. I will download the new beta. =D

EDIT: Nice! Its so awesome! Btw, I feel that the reloading is a little stiff.. And i feel that the gun is heavy too. Looks heavy to me. Is it just me or is there no Picture of the M7A3 in the trader? The name is there, but the picture looks like the normal MP7
 
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masteriamamind

Active member
Oct 12, 2010
486
113
43
Evil Lair
M7A3 is serious business now! Damage is good, especially considering Medic doesn't have damage causing bonuses. I grab the Mk23 to go along with it. I feel functional. I can run and gun to my teamates in need of healing and not even have to switch weapons. Now only the price needs adjusting. It was said to be about 15K un-perked. Will that be implemented? I ask because potential white-listing may depend on stuff like that.
 

Jack-Carver

FNG / Fresh Meat
Mar 28, 2009
833
232
0
32
The price is just that ceahp for testing reasons (you dont want to earn 15000... do you):D Also the mag count is 15, by standart and the max will be 30.
 

-=Ivan=-

FNG / Fresh Meat
Oct 27, 2009
235
105
0
Yea I think thats because of the ItemNumber in the Shop, I think they are in all mutators the same, so there is a conflict. I will ask the developers if they can give me the itemnumbers of their weapons, so we can make a list of all slefmade weapons with the number.
I already made the smoothing groups and I in my opinion it looks really great :D, next BETA will come soon
 
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braindead

FNG / Fresh Meat
Aug 22, 2009
918
346
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Merry Ol' England
Yea I think thats because of the ItemNumber in the Shop, I think they are in all mutators the same, so there is a conflict. I will ask the developers if they can give me the itemnumbers of their weapons, so we can make a list of all slefmade weapons with the number.
I already made the smoothing groups and I in my opinion it looks really great :D, next BETA will come soon

Hey Ivan

I am just finishing up a mutator that will solve this issue. I had a feeling that every community made weapon will have it's own mutator and each one will no doubt conflict due to everyone replacing the same weapon.....so....

I have made (with the great help of benjamin and Marco) a custom shop mutator that allows you to add as many new weapons as you like from a list, via GUI or INI file, so there will be no more conflicts.

Just have to finsih the part where it also updates the randomitempickups and I will release it!!
 
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EonSeig

FNG / Fresh Meat
Oct 13, 2010
260
93
0
Florida
Hopefully the next version will smooth out the MK23's shading and rough up the texture a bit so it looks correct for the game. One thing I don't like is the weird sci-fi reload sound effects for the M7A3. They're just a bit "out there" for Killing Floor and should probably be toned down a bit and made to sound more like a real gun. The last thing I think needs to go is the horrifyingly overdone reload anmation of the M7A3. It's just way too much and needs to be simplified greatly.

Everything else about these guns is kick ***.
 
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Jack-Carver

FNG / Fresh Meat
Mar 28, 2009
833
232
0
32
If by overdone you mean: too long, too much complicated, then you will have to live with it. I also like the sounds and the way it gets reloaded. Maybe I will add a little less movement. But I really won't make a new animation, as I really like it the way it is right now.
 
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Gooblaster

FNG / Fresh Meat
Oct 3, 2010
342
25
0
If by overdone you mean: too long, too much complicated, then you will have to live with it. I also like the sounds and the way it gets reloaded. Maybe I will add a little less movement. But I really won't make a new animation, as I really like it the way it is right now.

Its awesome the way it is i suppose. Im fine with the sounds. I hope the weapon mut conflict gets worked out soon so i can enjoy all the new weapons!
 

Nekomancer

FNG / Fresh Meat
Oct 23, 2009
458
22
0
Ok, i tested the new version. I simply love it. It doesn't look like it's weightless anymore, reloading looks awesome and shouldn't be changed anymore.

The heal dart bug got fixed, which makes the overall look more polished. Oh, and it doesn't look that blocky anymore, more smooth like a real weapon.

Can't wait for the final, would use it even without it being whitelisted.
 

EonSeig

FNG / Fresh Meat
Oct 13, 2010
260
93
0
Florida
Did more testing. I have to say it's feeling a lot nicer now that I've messed with it than when I first started playing with it. So when the final version is out you will be able to see the rifle's needle charge?

One thing I'd like to know is why you didn't just use the same reload animation as the Handcannon and the 9mm for the MK23. As far as I can tell, both the handguns we already have use nearly the same reload animation.

One problem I'm having is that I seem to be crashing every so often while running the mutator.

Looking forward to the final version and really want to know what you're plans are for the next weapon in the pack.
 
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Jack-Carver

FNG / Fresh Meat
Mar 28, 2009
833
232
0
32
The Syringe charging HUD will be in the final version, yeah.
I did not use the existing animations because they will never really fit 100% and we want the weapons to be unique and new.
I have no idea why your Killing Floor could crash but it would help if you could post the crash-log here. I never had a crash with it.
Idk when or if we will make any further weapons. At the moment we are quite ocupoied. But if we're going to make something new it will most likely happen around chistmas ;). It will not be a pistol, that's for shure :D! Maybe a shotgun..... However it will be a "mid/normal tier" weapon. Something that isn't really better than it's counterpart but of course has it's pros and cons.
 

Gooblaster

FNG / Fresh Meat
Oct 3, 2010
342
25
0
The Syringe charging HUD will be in the final version, yeah.
I did not use the existing animations because they will never really fit 100% and we want the weapons to be unique and new.
I have no idea why your Killing Floor could crash but it would help if you could post the crash-log here. I never had a crash with it.
Idk when or if we will make any further weapons. At the moment we are quite ocupoied. But if we're going to make something new it will most likely happen around chistmas ;). It will not be a pistol, that's for shure :D! Maybe a shotgun..... However it will be a "mid/normal tier" weapon. Something that isn't really better than it's counterpart but of course has it's pros and cons.

Nice to see that more weapons are going to be created!

By the way, i am not sure if the M7A3 replaces the MP7 in the trader list. Does it replace the MP7?
 

havoc

FNG / Fresh Meat
Oct 21, 2009
30
2
0
i tested today and its great :)
the muzelleflahs from horzine rifle is good now
still too big for the MK23(just in my opinion)
animation from both are great. maybe the reload animation from MK23 is a bit slow..

i noticed a bug! when you have dualMK23 + horzinerifle
when you click on F you should switch to pistol with flashlight but it don't..
it switch to dualMK23 :s..
 

EonSeig

FNG / Fresh Meat
Oct 13, 2010
260
93
0
Florida
I may be imagining this, but does the MK23 have a faster rate of fire than the other handguns? It feels like it shoots a lot faster. Maybe it's the sound effect...