Left 4 Dead 2

Left 4 Dead 2

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Bouncing Ball Launcher (Vscript)
   
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Game Content: Weapons, Scripts
Game Modes: Single Player, Co-op
文件大小
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166.740 KB
10 月 29 日 下午 8:45
11 月 12 日 上午 7:48
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Bouncing Ball Launcher (Vscript)

在 kurochama 的 1 个合集中
Unique Weapons with Special Features
66 件物品
描述
Another uncommon launcher mod for fun :D . I got inspiration from CSO (Counter Strike Online, now CS: Nexon). I remember that there's a bouncing gun back then, a gun that shoots several bouncing balls. I forget the name, but this gun was often used to fight huge robot boss on "Total War" zombie scenario as it's one of weapons that could deal more damage from afar.

So, yes, this launcher also 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)


CREDITS: CSO - Bouncing gun


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.
5 条留言
kurochama  [作者] 12 月 5 日 下午 6:40 
@ Philip3_80 , go to ".../Left 4 Dead 2/left4dead2/ems/". The folder can be found there. If there isn't a folder named "bouncing ball", try to play Singleplayer & then after spawning, exit to main menu.The cfg folder will be generated when playing with this mod for the first time.
Philip3_80 12 月 5 日 下午 3:03 
how i acesse the mod folder to change the settings?
Unsants 10 月 30 日 上午 10:35 
:steamthumbsup::health:
kurochama  [作者] 10 月 30 日 上午 3:39 
@ o_-KILLJOY-_o , I also still have no idea about what that "env_ragdoll_boogie" will do, but when I checked it on https://developer.valvesoftware.com/wiki/List_of_L4D2_Entities , it's an entity similar to inferno & acid. In other words, spawning it via "SpawnEntityFromTable" won't do anything, as "Inferno" can be spawned via "DropFire" script function. That "env_ragdoll_boogie" is probably spawned via "prop_ragdoll".
o_-KILLJOY-_o 10 月 30 日 上午 3:23 
have you ever tried env_ragdoll_boogie? im not even sure if it works i dont know if its prop ragdoll or server side ive never tried it but i think it would pair well with these electric type effects.