Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
lmao
So no, I did not copy paste someone elses work and slap another mod on top of it
- I made my own textures (instead of having someone else do it)
- It replaces both ammo packs at once (something I can see being requested in the comments of the deployable laser/ammo mods, but doesn't seem to have been done), and it does so specifically to fix the balance problems with the vanilla ammo upgrades
- The laser upgrade works completely differently to deployable lasers. Deployable lasers works by spawning a laser sight pickup at the location of a deployed upgrade pack, then deleting the pack. My laser upgrade mod works by retexturing the deployed upgrade pack, removing the upgraded ammo from a players weapon when it's used, and then running a GiveUpgrade function to add the laser to their gun. There's also another part of the code that forces the player to switch to their primary when using the upgrade, which doesn't happen with deployable lasers.
because i didnt know hed even made a deployable ammo mod
and the one you linked is an entirely different concept
and his deployable lasers makes a permanent laser spawn, not a limited use one