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Bazooka

A red-and-white bazooka built from PEAK's AntiZooka. Click to fire rockets that blast zombies, spiders and other creatures. Standard mode is a weapon; RocketJump mode lets you rocket-jump across the map. Configurable targets and ammo.

Date uploaded a day ago
Version 1.0.1
Download link FakeGameDevelopers-Bazooka-1.0.1.zip
Downloads 102
Dependency string FakeGameDevelopers-Bazooka-1.0.1

This mod requires the following mods to function

BepInEx-BepInExPack_PEAK-5.4.2403 icon
BepInEx-BepInExPack_PEAK

BepInEx pack for PEAK. Preconfigured and ready to use.

Preferred version: 5.4.2403
PEAKModding-PEAKLib_Core-1.7.2 icon
PEAKModding-PEAKLib_Core

Core module of the PEAKLib community API.

Preferred version: 1.7.2
PEAKModding-PEAKLib_Items-1.6.2 icon
PEAKModding-PEAKLib_Items

Items module of the PEAKLib community API.

Preferred version: 1.6.2

README

Bazooka

Holding the bazooka in first person

A scout carrying the bazooka on the Shore

The bazooka lying on the beach

A red-and-white bazooka for PEAK, built from the AntiZooka. Click to fire a rocket that explodes on impact: it throws zombies, scouts and creatures around, kills the critters that make the climb miserable, and cooks whatever food is lying in the blast. That is Standard mode, the default. Switch to RocketJump mode and it stops hurting scouts and becomes a way to fly up the mountain.

The bazooka is a new item. The vanilla AntiZooka stays as it is.

Install

  1. Install Bazooka from Thunderstore with r2modman or Gale. It pulls in what it needs: BepInExPack for PEAK, PEAKLib Core and PEAKLib Items.
  2. Launch PEAK from the mod manager. Starting the game from Steam skips BepInEx.

To install by hand, put PeakBazooka.dll in BepInEx/plugins/FakeGameDevelopers-Bazooka/ next to those dependencies.

In multiplayer, everyone needs the mod, on the same version.

Two modes

Pick one with Mode under [Bazooka]: Standard (the default) or RocketJump. You can switch mid-run; it applies on the next shot. In multiplayer, the host's mode applies to everyone.

Standard (default) RocketJump
What it is for A weapon Getting around: rocket jumping in the style of TF2's soldier
Other scouts Injured (up to 0.4 Injury) and flung Never hurt or pushed
Your own blast Ragdolls and flings you, and hurts you (a quarter of your health at point-blank) Launches you on your feet: steer and brake with WASD, no damage, no fall damage when you land
Recoil when firing Pushes you back None
Zombies, creatures and everything else Hit Hit the same way
Settings that apply SelfDamage, SelfKnockback, SelfKnockbackUp, Recoil The [RocketJump] section

Standard: stand back from your own blast. A floor shot at your feet throws you as a ragdoll, which gets you somewhere fast, at a cost.

RocketJump: rockets never hurt any scout, you included. Shoot the floor to go up, the floor behind you to go forward, a wall to go sideways. A rocket under you while you fall cancels the fall and launches you again, so you can chain jumps up a cliff.

What rockets do

A rocket flies straight with a slight drop and explodes on the first thing it touches. It still explodes if you put the bazooka away while it is in the air.

  • The blast: a 3.5m fireball. Its push reaches 6m and is strongest in the middle: zombies, scouts, creatures and loose items go flying. Like any explosion in PEAK, it cooks the items lying in it.
  • Zombies are knocked out by one rocket and stay down.
  • Creatures: one rocket kills a spider (it drops whoever it was holding), beetle, scorpion, Gloom frog (it drops cooked frog legs), Caldera condor (it drops whoever it was carrying) or Mesa antlion.
  • Scoutmaster Myres takes 3 rockets: each one knocks him down, the last sends him away for the rest of the map.
  • Everything else: rockets smash Shore jellyfish, beehives, mandrakes and spore bombs, clear spore clouds, set off dynamite, scatter bee swarms, knock ticks off scouts and coconuts off palm trees, push tumbleweeds and Bing Bong around, and pop balloons.

Every target can be switched off under [Targets].

Where to find it

The bazooka spawns exactly like the vanilla AntiZooka: in the same places, just as often. The mod adds no spawn rules of its own.

On spawn (optional): with GiveBazookaOnSpawn = true, the host gives each scout a bazooka when they start the climb or join mid-run (Shore and later, once per player per run).

Each bazooka holds 5 rockets by default (Shots) and cannot be refilled. Shots = 0 makes ammo infinite.

Configuration

Settings are in BepInEx/config/PeakBazooka.cfg (created on first launch), or in-game with ModConfig. Changes apply while PEAK is running, on the next shot.

Section Key Default Meaning
[Bazooka] Mode Standard Standard (a weapon) or RocketJump (no scout damage, rocket jumps); see Two modes. Host's value
[Bazooka] Shots 5 Rockets per bazooka, no refill. 0 = infinite. Host's value
[Bazooka] Recoil 6 How hard firing pushes you back, m/s (Standard). 0 = none
[Bazooka] CarryWeight 4 Stamina-bar weight while carried (1 = 2.5 on the bar; 4 = 10)
[Bazooka] ExplosionRadius 3.5 Fireball radius in metres. The push reaches this far, but at least 6m
[Bazooka] ExplosionVolume 0.5 Explosion loudness compared with dynamite
[Bazooka] MuzzleVelocity 50 How fast rockets leave the muzzle, m/s. Rockets drop slightly and burn out after 6s, so this also sets how far and flat they fly
[Bazooka] SelfDamage 0.25 Standard: Injury from your own blast at point-blank (0–1), half at the edge
[Bazooka] Knockback 30 How hard a blast throws zombies, other scouts, creatures and loose items, m/s in the middle (40% at the edge). The shooter's value is used
[Bazooka] SelfKnockback 22 Standard: how hard your own blast flings you, m/s at point-blank
[Bazooka] SelfKnockbackUp 0.75 Standard: extra upward pull, so a floor shot pops you up
[Bazooka] GiveBazookaOnSpawn false Host: give every scout a bazooka when the climb starts
[RocketJump] LaunchSpeed 20 Rocket jump speed, m/s at point-blank (half at 6m)
[RocketJump] LaunchUp 0.6 Extra upward pull on a rocket jump. 0 = straight away from the blast
[RocketJump] AirControl 10 How fast WASD steers and brakes in the air, m/s²
[RocketJump] Gravity 10 Gravity during a rocket jump, m/s². Lower = floatier
[Targets] Scouts true Injure and fling other scouts (Standard only; RocketJump never hurts scouts)
[Targets] Zombies true Knock out zombies
[Targets] Scoutmaster true Knock down Scoutmaster Myres; after ScoutmasterHits rockets he is gone
[Targets] ScoutmasterHits 3 Rockets it takes to get rid of the Scoutmaster (1–10)
[Targets] Spiders true Kill spiders (they drop whoever they were holding)
[Targets] Beetles true Kill beetles
[Targets] Scorpions true Kill scorpions
[Targets] Frogs true Kill Gloom frogs (they drop cooked frog legs)
[Targets] Condors true Kill Caldera condors (they drop whoever they were carrying)
[Targets] Antlions true Kill Mesa antlions
[Targets] Ticks true Knock ticks off scouts
[Targets] Jellyfish true Smash Shore jellyfish
[Targets] BeeSwarms true Scatter bee swarms
[Targets] Beehives true Smash beehives (honeycomb drops, bees get angry)
[Targets] Mandrakes true Destroy mandrakes
[Targets] Spores true Break spore bombs and clear spore clouds
[Targets] Dynamite true Set off dynamite
[Targets] Coconuts true Knock coconuts off palm trees
[Targets] Tumbleweeds true Push Mesa tumbleweeds
[Targets] BingBong true Make Bing Bong squeak and fly
[Targets] Balloons true Pop balloons

In multiplayer, Mode, Shots and everything under [Targets] come from the host, so the whole lobby plays by the same rules. Knockback travels with each hit, so the shooter's value counts. Everything else is per player.

Translations

The bazooka's name follows PEAK's language setting (all 15 languages). To change it, create BepInEx/config/PeakBazooka.localization.csv with a Key column and one column per language, for example:

Key,English,German
NAME_BAZOOKA,BAZOOKA,PANZERFAUST

Language columns are English, French, Italian, German, SpanishSpain, SpanishLatam, BRPortuguese, Russian, Ukrainian, SimplifiedChinese, TraditionalChinese, Japanese, Korean, Polish and Turkish. Empty cells keep the built-in text.

Try it out

  1. Set GiveBazookaOnSpawn = true and host a run. On the Shore you start with a bazooka in your hand.
  2. Press primary fire. A rocket flies out about every 0.8 seconds and explodes where it lands; nearby items get knocked around and cooked.
  3. In Standard mode, shoot near another scout: they take Injury and fly. Shoot the floor at your own feet: you fly too, and lose a quarter of your health.
  4. Set Mode = RocketJump and shoot the floor: you launch and steer with WASD. Fire at the ground again while falling to chain jumps. Nobody takes damage.

Reporting issues

Report bugs and ideas on GitHub Issues. Please include:

  • What happened and what you expected
  • Whether you were the host or a client, which Mode, and the biome
  • Your mod version and BepInEx/LogOutput.log (r2modman: Settings → Debugging → Copy log file contents to clipboard)

Credits

Made by Arman Ossi Loko for Fake Game Developers. The gun code started from PeakShotgun, which is based on Peak_AKGun by TheCodinPro.

The LICENSE (MIT with attribution) lets you use, change and publish the code, as long as you credit Arman Ossi Loko and Fake Game Developers where you publish it.

CHANGELOG

Changelog

1.0.2

  • New Thunderstore page: a punchier description and a readme that is quicker to read (features at a glance, quick start, a target table and the main settings up front). No gameplay changes

1.0.1

  • Spawning: the bazooka now spawns exactly like the vanilla AntiZooka, in the same places and just as often. The guaranteed Roots suitcases and the per-biome cap are gone
  • Ammo: a bazooka holds 5 rockets by default (Shots = 5), with no refill; Shots = 0 is still infinite. Configs from 1.0.0 keep their saved value, so set Shots = 5 yourself if you want the new default
  • Cleaner readme

1.0.0

First release.

  • Bazooka: a red-and-white rocket launcher built from PEAK's AntiZooka (the vanilla AntiZooka is untouched). Click to fire a rocket, PEAK's own firework model, that explodes on the first thing it touches, even if you put the bazooka away mid-flight
  • Two modes (Mode, the host's choice): Standard, the default, is a weapon: rockets injure and fling scouts and your own blast hurts you (SelfDamage 0.25). RocketJump never hurts scouts and turns your own blast into a rocket jump you steer with WASD, with no fall damage; a rocket under you while falling launches you again, so jumps chain
  • Blast: a 3.5m fireball whose push reaches 6m (Knockback 30 m/s): zombies, scouts, creatures and loose items go flying, and items lying in it get cooked like in any PEAK explosion
  • Targets: one rocket kills spiders, beetles, scorpions, frogs, condors and antlions and knocks out zombies; the Scoutmaster takes 3 (ScoutmasterHits). Rockets also hit jellyfish, beehives, mandrakes, spores, dynamite, bee swarms, ticks, coconuts, tumbleweeds, Bing Bong and balloons. Every target has its own switch under [Targets], all on
  • Finding it: at least two suitcases in the Roots every run, rare rolls elsewhere (at most 4 per biome), or GiveBazookaOnSpawn for everyone at the start
  • Ammo: infinite by default (Shots = 0)
  • Multiplayer: Mode, Shots and [Targets] come from the host; every player needs the mod
  • Configs from pre-release builds update themselves (RocketSpeed → MuzzleVelocity, [TF2] → [RocketJump], Mode = TF2 → RocketJump)

0.1.0 – 0.1.13

  • Pre-release builds, never published