Bouncing Ball Launcher (Vscript)
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Description
This launcher shoots bouncing balls. I used GL projectile that doesn't explode as the bouncing ball.
There are 2 cfg files:
1. "bouncing ball launcher.txt":
This is the main cfg that contains main features.
- bouncing_ball_user: Who can use "Bouncing Ball Launcher" (bots/ players/ all). For bots, they have 10% chance to use launcher on each shot.
- bouncing_ball_amount: How many balls will be launched. If there's more than 1 ball, they'll be launched in quick succession. Min= 1 (1 ball), max= 9 (9 balls).
- bouncing_ball_damage: The damage of each ball.
- bouncing_ball_force: How far & fast the ball will be launched. Min= 200, max= 5000
- bouncing_ball_duration: How long until bouncing balls are removed automatically for regular cleanup. Min= 1 (1 second), max= no limit.
- bouncing_ball_extra_effect: When enabled, additional effect will show up when bouncing balls hit zombies.
- bouncing_ball_shot_count: How many shots until you get bouncing ball ammo.
- custom_ball_skin: Write item model full name here if you want to change bouncing ball model to something else other than GL projectile. Example
custom_ball_skin = models/props_junk/gnome.mdl
2. "registered weapon.txt":
This is the cfg to register weapons for bouncing ball launcher. Medkit & defib can't use this. Format examples:
weapon_smg = 1
weapon_sniper_scout = 1
weapon_pistol_magnum = 1
fireaxe.mdl = 1
katana.mdl = 1
Mechanisms of "Bouncing Ball Launcher":
- Register weapons on "registered weapon.txt" first to allow certain guns to use "Bouncing Ball Launcher".
- Melee can also be registered, but you need to register the model name with ".mdl" (like the example above).
- A notification will show up when you pick a weapon registered on the cfg file.
- Keep shooting until you get 'Bouncing Ball Ammo'. How many shots until you get the ammo is controlled by "bouncing_ball_shot_count".
- Hold E (Use) & then attack with the registered weapon to launch "Bouncing Balls". There's 0.5 second of cooldown on each shot.
- How many balls launched are controlled by "bouncing_ball_amount". If it's set to 1, only 1 bouncing ball is launched. If it's set more than 1, more balls will be launched in quick succession like burst fire mode.
- Bouncing balls will be removed automatically when firinganother bouncing ball shot, or in certain seconds controlled by "bouncing_ball_duration"
- Bouncing balls will stumble common & special when it deals non-fatal damage, while witch & tank only has 10% chance to stumble.
- Common killed with bouncing balls will have parts of their body gibbed/ destroyed.
- Bouncing balls bypass riot zombie's armor.
- Bouncing balls can damage objects.
- Bouncing balls from original GL projectile are hard to see except for their traces. So it's recommended to use some GL mods or mods that replace GL projectile skin to something move visible (in my case, I used "Tesla Prototype" mod).
Now you have one weapon to annoy zombies, especially when you set the damage to low damage :D .
* Recommended mod: Tesla Prototype (for visible GL projectile) *
NOTES:
- The electric projectile on animated previews come from "Tesla Prototype" mod.
- The model on "custom_ball_skin" will be prioritized over the default GL model.
- Shoot bouncing balls to damage zombies
- Press E + FIRE to use on registered weapons
- cfg files to configure settings
Tagged
Changelog
11/25/25 ======== No change notes have been added by the publisher.
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kurochama
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