H3VR
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Latest version
1.0.2
Last Updated
First Uploaded
Downloads
102
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0
Size
54KB
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Changelog

1.0.2

  • Mod page: added screenshots of the in-map Arena panel (Free For All and Team Deathmatch). No gameplay changes.

1.0.1

Plugin id is now zgames.GunGameArena; settings file renamed to BepInEx/config/zgames.GunGameArena.cfg. Existing shaha.GunGameArena.cfg files are copied over automatically on first launch, so nothing is lost.

1.0.0

Initial public release.

Modes

  • Free For All: every sosig fights every other sosig and the player.
  • Team Deathmatch: blue (player + allies) vs. red/green/yellow, won by team points (PointsToWin, panel-adjustable); weapon rotation loops instead of ending the round; GunGame's "Number of weapons" controls are disabled while Teams is active; friendly fire off by default; blue team tint and floating name tags on teammates; "<TEAM> TEAM WINS" victory banner on the leaderboard HUD.
  • Off: original GunGame behaviour, unchanged.

Match flow

  • Spread-out spawns (farthest-point placement instead of random).
  • Grudges: FFA sosigs target a handful of rivals at a time instead of everyone at once.
  • Hunters: a share of hostile sosigs are periodically sent after the player.
  • Skill tiers: Rookie/Regular/Veteran/Elite aim and reaction rolls per sosig, shown as chevrons on the leaderboard card.

Leaderboard

  • Floating Arsenal-style HUD: sosig head portraits, generated usernames, kill counts, crowns, team colours; player card uses the Steam avatar.
  • Team Deathmatch header shows live team scores and a points-to-win subtitle.

In-map Arena panel

  • Settings panel built at runtime beside GunGame's own "More options" board on every GunGame map; edits Mode, Teams, Allies, Points to win, Friendly fire, Leaderboard, Spread spawns, Grudges, Hunters, Hunter pressure, and Skill tiers with the VR laser pointer; every change saves straight to the config file.

Fixes found during testing

  • Sodalite's spawn API randomises any requested IFF ≥ 5; the spawn postfix now re-applies the intended team IFF after every spawn.
  • Team tint now applies via MaterialPropertyBlock instead of mutating renderer materials, so shared materials aren't instanced or altered for other sosigs.
  • Friendly-fire blocking moved to SosigLink.Damage (where health/limb damage is actually applied), not just Sosig.ProcessDamage, so it reliably stops teammate damage.
  • Weapon-count buttons are made inert by disabling their colliders, not just their pointable component, since the hand's raycast still finds a disabled FVRPointable.
  • Teammate name tags stay alive out of tag range (hidden via canvas, not destroyed) and are torn down cleanly on round end or a mode switch away from Teams.
  • Diagnostic logging (panel hierarchy, tag status, tint counts) is gated behind Debug.Verbose so normal runs stay quiet; errors and warnings are always logged.
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