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H3ZM LaserMine

Standalone H3VR laser mine inspired by classic CS 1.6 Zombie Mod. Swappable batteries, Damages sosigs and players (configurable).

Date uploaded 3 weeks ago
Version 1.0.0
Download link quaternion-H3ZM_LaserMine-1.0.0.zip
Downloads 237
Dependency string quaternion-H3ZM_LaserMine-1.0.0

This mod requires the following mods to function

nrgill28-Sodalite-1.5.1 icon
nrgill28-Sodalite

Modding API and tools for H3VR code plugins

Preferred version: 1.5.1

README

H3ZM LaserMine

H3ZM LaserMine activated on a wall

A battery-powered laser mine for H3VR, inspired by classic Counter-Strike 1.6 Zombie Mod and the Half-Life tripmine.

Part of the H3ZM mod family. This is a standalone item mod: the H3ZM gamemode is not required.

Features

Plant a mine, insert an LM-B1 battery and select ARM. Its cyan beam damages crossing targets, then briefly recharges.

  • Each mine spawns with one separate, single-use LM-B1 battery.
  • Swap batteries while planted.
  • Spawnlockable batteries; the mine itself cannot spawnlock.
  • Battery charge bar and status light.
  • Incoming damage drains battery energy. Moving or invalid surfaces release the mine.
  • Configurable energy, damage, recharge delay and resilience.

The beam damages players by default, including you. Plan a safe route, or disable DamagePlayer in the configuration.

Getting started

Item spawner: H3ZM LaserMine → Support / Remote Explosives. Extra LM-B1 Battery packs: related items or Misc / Utility.

  1. Insert the battery underneath, contacts upward. Either label direction works; it snaps into place.
  2. Release the mine with its rear sticky surface against a valid wall.
  3. Hover a free hand over the top switch and press the trigger for ARM/SAFE, before or after placement.
  4. Wait for cyan: the mine is ready. It briefly recharges after each hit.

Pull the battery out to swap it. An armed mine resumes after charging. Grab the mine body to remove it from the wall. Requires a Large inventory slot.

Reading the lights

Status light Meaning
Dim green SAFE; battery has power.
Slow amber pulse ARMED; waiting for placement.
Faster amber pulse Charging or recharging.
Steady cyan Ready; beam active.
Flashing amber Disrupted; beam temporarily disabled.
Red Too little energy for another charge.
Dark Battery missing or empty.

Configuration

After loading the mod, edit BepInEx/config/quaternion.H3ZM_LaserMine.cfg and restart H3VR.

Setting Default Effect
EnergyPerCharge 500 Energy per activation, shared across targets.
RechargeDelaySeconds 2 Delay after the damage window before recharging.
BatteryCapacity 10000 New battery energy: 20 default activations, excluding damage drain.
LaserDamage 2000 Damage per Sosig link, or once per player, per activation.
DamagePlayer true Player damage, subject to scene rules.
ResilienceMultiplier 1 Higher values reduce damage-related energy drain.

Removed batteries and spawnlock copies retain their charge; keep a fresh pack spawnlocked. Ammo refill controls cannot recharge batteries. Printed mAh and wattage markings are decorative.

Feedback

For feedback or support, join the H3VR Homebrew Discord server and look for @quaternion. When reporting an issue, include your bepinex log, modlist and describe as well as you can on how to reproduce the problem.

Credits

  • Anton Hand and RUST LTD. for H3VR.
  • Valve for Half-Life and Counter-Strike, and the CS 1.6 Zombie Mod community for the inspiration.
  • The H3VR Homebrew community, mod authors, and tool and loader maintainers.
  • The MeatKit, Sodalite and BepInEx contributors for the tools that make this mod possible.

Support

Tips and donations are welcome on Ko-fi. You can find my other projects and links at quaternion7.github.io.

CHANGELOG

Changelog

1.0.0

  • First public release of the standalone H3ZM LaserMine, with the custom mine and swappable LM-B1 battery.
  • Includes the reviewed placement, ARM/SAFE controls, battery gauge, hand and quickbelt poses, audio, and configurable damage and energy settings.
  • Includes the final 3x cyan zap-contact effect with a bright white core and a 4 m pooled flash, lasting at most 200 ms.
  • Adds the approved cover, H3VR Homebrew feedback link, credits and Ko-fi support information.

0.9.2

  • Add pooled cyan forked discharges at zap contacts, enlarged 3x overall after playtesting, with a 210 mm white core, a weaker second pulse and a 4 m flash using H3VR's shared low-priority light. The effect finishes within 200 ms.
  • Set the ARM/SAFE switch sound to a 0.8 multiplier of the native click event.
  • Restore the original reviewed mine/battery grip poses; remove the additional pitch introduced in 0.9.1. Keep laser-grab registration in raw controller space so filtered input cannot bake a temporary rotation difference into the held pose. Close grabs retain free orientation.
  • Align batteries to all three axes of rectangular magazine pouches, with the label and charge bar on the inward-facing side. Head position no longer twists the pack across the slot.
  • Remove the unreleased GitHub repository link from package metadata.

0.9.1

  • Reduced placement volume by 50% (0.8 to 0.4), activation by 20% (0.4 to 0.32), and ARM/SAFE switch volume by 50% (native-event multiplier 0.65 to 0.325).
  • Refined the default mine and battery grip pitch from the paired VR screenshots, preserving grip contact positions, yaw and free close-grab behavior.
  • Batteries stand upright in magazine pouches with the label and charge bar facing the player. The native quickbelt pose is chosen on insertion, including left/right pouch orientation.
  • Retained the reviewed package artwork/text, mine_charge startup clip and 500 energy per activation.

0.9.0

  • Increased default EnergyPerCharge from 250 to 500: a fresh default-capacity battery now provides 20 activations before damage-related drain.
  • Changed charge-up audio from suitchargeok1 to mine_charge at the existing 0.4 volume; applied reviewed package/battery wording and added the Utility search tag.
  • Applied the reviewed mine and battery default laser-grab poses; close grabs remain free to follow the hand.
  • Added the finished layered-cover exports for the package, item spawner and H3ZM shop, showing an active mine on a wall.
  • Unified the H3ZM family naming, item descriptions and search tags; clarified standalone use and player damage in the README.
  • Playtest polish: placement ray starts 20 mm inside the housing; outward reach reduced from 150 to 120 mm without moving the planted contact anchor.
  • Enlarged printed lettering by approximately 20%; doubled SAFE/ARM decals and changed ARM to a brighter muted red. Mine inventory size changed from Medium to Large.
  • Added native metal-magazine collision sounds, magazine handling sounds on insertion/removal and a quiet vanilla mechanical switch click.
  • Placement thuck now plays for every successful placement, including SAFE or unpowered mines; energy-start feedback remains gated by power/ARM state.
  • Reduced charging volume from 0.8 to 0.4, activation from 0.6 to 0.4, and zap from 0.5 to 0.325.
  • Corrected doubled beam tint and changed amber from RGB (1, 0.45, 0.025) to (1, 0.60, 0.035); beam and emitter now change state color in the same frame.
  • Accept contact-up batteries rotated 180 degrees and snap to the standard seated orientation.
  • Extended confirmed native current/legacy empty-mag and all-mag cleanup to loose batteries, protecting held, quickbelted and seated packs.
  • Added custom v06 mine art and the separate LM-B1 single-use battery.
  • Added native-style battery seating, pull-out hot-swap, spawnlocking and saved charge.
  • Added the physical ARM/SAFE switch, unified power states and revised status light.
  • Added a cyan glowing emitter/lens and surface impact halo, with amber charging/recharge pulses and stun flashes.
  • Fixed battery reinsertion after native Rigidbody recovery; verified with actual game trigger delivery.
  • Added configurable charge cost, recharge delay, battery capacity, laser damage and resilience.
  • Added DamagePlayer (enabled by default): native player damage once per charge window, sharing the normal energy cost/cooldown and respecting scene damage rules.
  • Added the approved thin battery charge bar: faint green emission, yellow below 50%, red below 20%, and dark at empty. No numeric readout or new text.
  • Added damage-to-energy drain and periodic release from moving or invalid supports.
  • Added companion/related-item registration and targeted legacy crate compatibility.
  • Added new mine and battery artwork.

0.1.3

  • Added a configurable active damage period so multiple Sosigs can join one zap charge.
  • Added green wrist-radar contacts for planted mines in Take and Hold.
  • Added H3ZM disruption with a flashing cooldown indicator.

0.1.0

  • Initial package scaffold.