vsh_facility

vsh_facility rc2

  • Fixed missing particles.
  • Updated Boss' Ability UI.
  • Readjusted Mecha Hale's voice filter to make it more legible.
  • Nerfed Boss' health gain against more than 32 players.
  • Fixed Mecha Hale having bigger attack range than Saxton Hale.
  • Removed Mercs' lines which don't make sense in the context of the map.
  • Fixed viewmodel animation bugs related to the Eye Laser.
  • Utilized previously unused voice lines.
  • Various minor bugfixes.
  • Fixed the bug that caused Mecha Hale to regenerate.
  • Detailing tweaks
  • Added some optimization
final version before uploading it to the workshop.

fixed a whole bunch of bugs and added new voicelines
more testing
sapper functional again, most bugs fixed, small detail changes
testing bugs
nothing rlly changed aside from some minor details around the map
has a few bugs but mainly uploaded to get gameplay footage
Updated map details, added sapper specific models, made hales legs rotate individually from top body like mvm bots, added first person anim for the laser, updated laser particle, laser does less damage to buildings, updated hale charge anim, updated hud health bar, probably more but i forgor
Changelog:
  • Updated Assets.
  • Mecha Hale now has the Robotic Arms Viewmodel.
  • MvM music when the round starts/ends.
  • MvM-stylized boss bar from Carrier.
  • Mecha Hale death sequence now has bespoke explosion vfx.
  • Aim assist for the laser
  • Mecha Hale no longer bleeds or leaves blood decals.
  • Sapper now applies Bleed and Slow. (theres a small bug if u get close while hale is sapped u take bleed damage for some reason)
  • Added TFPlayer.AirBlastImpact sound to Brave Jump
  • Hitting func_button no longer makes you wall climb.
  • Fixed looping sounds getting stuck.
  • Fixed a bug where you could sap Mecha Hale from invis.
  • Overall sound application improvements.
More map detailing, added the ability for spy to sap hale (wich causes same effect as fan o war or jarate),
also updated hale fx and laser ability