| Date uploaded | 5 days ago |
| Version | 1.4.5 |
| Download link | invent60-ThrowAssist-1.4.5.zip |
| Downloads | 175 |
| Dependency string | invent60-ThrowAssist-1.4.5 |
This mod requires the following mods to function
BepInEx-BepInExPack_H3VR
BepInEx pack for H3VR. Preconfigured and ready to use.
Preferred version: 5.4.1700README
Throw Assist
Hard Bullet style throw assist for H3VR.
Throw nearly anything at enemies. Throw with your hand not your head. Don't think too much. Just grab something and throw it like the sosig is right in front of you. Arc and the trajectory is calculated for you. Just believe and throw like gravity doesn't exist.
Knives can spin. Axes will spin. Swords don't spin. Shurikens spin allot. Moving sosigs get led, so you hit where they're going.
Live explosives are never assisted. Guns, magazines, etc. also get throw assist.
Custom target points
Sosigs are targets by default. You can also mark your own, on anything — walls, guns, props, even a sosig. Throws prioritize a custom target placed on a sosig.
Hold any melee weapon, or a grenade, flashbang, dynamite stick or molotov. The trigger does nothing on those in vanilla, so this uses it:
- Double pull — enter edit mode. Your markers show up, and your other hand becomes a pointer with a dot on the end.
- Pull — drop a marker where the dot is. Pull as fast as you like.
- Touch a marker with the dot — it turns orange. Pull once to select it (red, blinking), pull again to delete it.
- Hold the trigger — leave. Markers go invisible but still work.
Markers stick to whatever you placed them on and move with it. They're gone when it is.
Grenades, flashbangs, dynamite and molotovs fly to a marker when you throw roughly at one, the same way a knife does. They are never steered at an enemy on their own: no marker, no help.
Config
BepInEx/config/invent60.h3vr.throwassist.cfg, or the config tab in your mod manager. Every setting has an example in its description. The ones people ask about:
Make a weapon fly point first, like a spear
AddSpearWeapons = Javelin
More than one: commas between, no quotes.
AddSpearWeapons = Javelin,Trident,Harpoon
Same idea for the other two lists:
AddSpinWeapons = Boomerang,Halberd
AddDiscWeapons = Chakram,Frisbee
A name only has to be part of the item's name and capitals don't matter. Jav catches Javelin. Axe catches IceAxe too, so be specific.
Find the name to type
The name on the spawner tile isn't always the real one. Set DebugLog = true, throw the thing once, open BepInEx/LogOutput.log and find:
[TA] release: Javelin(Clone) (FVRMeleeWeapon)
Javelin is the name. FVRMeleeWeapon is the class, which is what NeverAssistTypes wants.
Take something off a built-in list
Put ! in front. The kukri spins by default. This makes it follow the Knives setting instead:
AddSpinWeapons = !Kukri
And this makes it a spear outright:
AddSpinWeapons = !Kukri
AddSpearWeapons = Kukri
All knives point first
Knives = Spear
Stop assisting something
NeverAssist = Hotdog,Flashlight
Or a whole category: Ammunition = false if your empty mags keep homing in on people.
Throws land too far ahead of runners
LeadMovingTargets = 0.5
1 is full lead, 0 is none.
CHANGELOG
Changelog
1.4.6
Thrown knives find enemies standing in windows without a marker, even at steep angles. If the head is hidden or the arc would catch a roof edge or window frame, the throw goes for a part of the body it can actually reach, like the chest or legs. Spinning blades no longer clip the top of a window on the way in.
1.4.5
Grenades thrown at a marker inside a window or doorway now go in. The arc flattens to pass under the roof or lintel instead of hitting it. A grenade's spoon no longer knocks it off course when it flies off. The throw now goes for whatever your hand is pointing at.
1.4.4
Make hits that are supposed to hit hit.
1.4.3
Grenades, flashbangs, dynamite and molotovs lock on to your markers. Throw roughly at a dot and it lands there. Still never steered at an enemy without a marker.
1.4.2
Grenades, flashbangs, dynamite and molotovs can open marker edit mode too. Examples in every config description and in the readme.
1.4.1
Upgrade.
1.4.0
Gotta be better targetting for moving sosigs now.
1.3.2
Fixed leading moving targets. Throws were going way too far ahead of anyone moving. Added a LeadMovingTargets setting to tune or turn it off. Throws now follow an enemy's walking route around corners.
1.3.1
Major improvement in everything.
1.3.0
Aim markers. Hold a melee, double pull the trigger, point your other hand and drop a dot on anything. Throws go to your dot. It sticks to whatever it's on and disappears with it.
1.2.0
Stuck melee weapons let go before they are holstered, so retrieving one no longer drags the sosig back with it. Thrown melee weapons hit a bit harder.
1.1.0
Predict target future location.
1.0.1
Description and readme wording.
1.0.0
Initial release.

