Garry's Mod

Garry's Mod

Ballermine Launcher
32 Comments
Miso Strange 17 Apr, 2015 @ 4:08am 
you should change it too left click shoots, right click detonates, and e + left click or right click or r changes mode, because you havent used r, and i think this would further expand quality, quantity, and expand further potential. i know it is awesome already, but it still has lots of potential!
B2B InsaneScientist 15 Mar, 2015 @ 8:18am 
No longer works - Starts with an empty ammo
Diva Dan 1 Dec, 2014 @ 5:07am 
i feels like that is the pre-released grenade launcher animations of l4d2
Rukrio 7 Sep, 2014 @ 1:51pm 
out of curiosity, ever considered making it use a custom ammo? because that would be baller. sorry, had to make the pun. either way, this is a good swep, even if it's ammotype is "none".
Dimmskii  [author] 3 Jan, 2014 @ 5:29am 
I fixed the errors a while ago, got mad at Workshop being slow, stored the mod somewhere on my net drive, and forgot about it for months... sorry. It turns out that another bug was happening as of recently: stickies crash the game when stuck to breakable/explosive ents and detonated.

So all the crap should be fixed... AND the stickies now properly move with the ragdolls that they are stuck to.
Bug Boss 18 Nov, 2013 @ 10:40am 
its causing errors (i cant identify what however it causes minor lag)
The Doomsdayzoner 7 Nov, 2013 @ 10:49am 
how to refill an amo of this weapon?
The Ozzinator 14 Oct, 2013 @ 7:52pm 
[Ballermine Launcher] lua/entities/sent_baller/init.lua:7: attempt to index field 'Entity' (a nil value)
1. SetToDetonate - lua/entities/sent_baller/init.lua:7
2. unknown - lua/entities/sent_baller/init.lua:101

Timer Failed! [Simple][@lua/ent

Happens randomly.
๖ۣۜPyros 29 Sep, 2013 @ 1:29pm 
FIRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRR (shoots 100000 mines) EHEHHEHEHE.....KA-
BIIIIIIIIIIIIIIIIIIM
๖ۣۜPyros 29 Sep, 2013 @ 1:28pm 
I'm gonna imitate the Demoman from TF2 with this shit. XD
Kars Accident 9 Sep, 2013 @ 10:00pm 
A short time after I fire this pops up in the console


[Ballermine Launcher] lua/entities/sent_baller/init.lua:7: attempt to index field 'Entity' (a nil value)
1. SetToDetonate - lua/entities/sent_baller/init.lua:7
2. unknown - lua/entities/sent_baller/init.lua:101

Timer Failed! [Simple][@lua/entities/sent_baller/init.lua (line 104)]
ilo Weka 5 Jul, 2013 @ 5:32pm 
it looks like the grnade launcher from left 4 dead 2 and the look like ellis hands
LORD_DEATHv11 8 Apr, 2013 @ 7:56pm 
A problem with sticky fire mode
[Ballermine Launcher] lua/entities/sent_baller/init.lua:7: attempt to index field 'Entity' (a nil value)
1. SetToDetonate - lua/entities/sent_baller/init.lua:7
2. unknown - lua/entities/sent_baller/init.lua:101

T
Dimmskii  [author] 25 Mar, 2013 @ 10:21pm 
Yes frosty. Unfortunately NPC's pretty much use +attack the whole time and no -attack. You have to dissapear from a firing NPC's view, reappear, and the second time they shoot will be the point at which the mines detonate.
Unless I play around with the fire modes... hold that thought
FrostyAvo 24 Mar, 2013 @ 2:25am 
I tried giving an NPC this, it worked great except he wasn't able to detonate the mines on his own.
アエリ (Aeri) 21 Mar, 2013 @ 2:22pm 
i wish the detonation was a diff key, So i cuold use it more like the TF2 sticy launcher
Goblingoyim 18 Mar, 2013 @ 9:21pm 
how come i cant see the balls that it shoots
Dimmskii  [author] 18 Mar, 2013 @ 8:46pm 
kirstyco24, this wasn't an official GMod13 weapon. I made this for GMod13 Beta but didn't upload the one for the finished GMod13's workshop until now..
TRON 17 Mar, 2013 @ 6:44am 
i love the guided fire mode because i like having the ability to send bombs wherever i want them to go and have the bombs follow the laser like pets (lol "pet" bombs!)
Goblingoyim 16 Mar, 2013 @ 4:33pm 
WOW JUST WOW. i wonder why they cut this from gmod 13
Velvet 15 Mar, 2013 @ 5:56pm 
this is awesome.
Vitamin defincensy 15 Mar, 2013 @ 4:53pm 
The hands in the viewmodel look like the ones from Doom 3, anyone else see a resemblance or is it just me?
Dimmskii  [author] 14 Mar, 2013 @ 5:12pm 
Also another issue: the ammo is a default HL field, it is separate. the only way to get ammo is to spawn the weapon itself with the Spawner tool and pick it up. I also like the ideas GuardianTempest suggests. So here's a scratchboard of some stuff I might do next:
-Ammo SENT
-Knockback for grenade jumps
-A way to toggle self damage (?) -- I was thinking about that earlier
-No hud damage effects if self-damage wasn't taken (maybe keep the ear ringing)
Tangerine 14 Mar, 2013 @ 3:01pm 
Wow, it's the grenade launcher from Kuma War. I use to play that extensively several years ago.
dr doggonem michael 14 Mar, 2013 @ 2:02pm 
looks pretty good but i dont like how black is it O_0 and the gnad scope not the front one the one a litte back from that and the hand but its a good weapon
smoughsJumpShot 14 Mar, 2013 @ 1:02pm 
i can't see the ballermine all i can see is its shadow
GuardianTempest 14 Mar, 2013 @ 9:29am 
Awesome weapon, it feels like the Demoman's grenade launcher. While I appreciate the lack of self-damage, can you still allow self-knockback, at least on the sticky setting? I'd like to do some mad jumps.
Dimmskii  [author] 14 Mar, 2013 @ 8:40am 
No problem :) I didn't just bring it over, I made it. A reupload was neccessary to use it in the normal GMod13 release.
As for mines not showing up at all, please report this, along with what your console says..
Uncle Badass 14 Mar, 2013 @ 7:47am 
I loved this in the beta, thanks for bringing it over.
Angry Moustached German Man 14 Mar, 2013 @ 4:45am 
can you see the ellis hands... its him
blastingagent1 13 Mar, 2013 @ 7:17pm 
mine do and i have one thing to say, this thing is the coolest
Nexhin 13 Mar, 2013 @ 2:02pm 
For the notice, the mines don't show up.
Like, at all.