H3ZM LaserMine
Standalone H3VR laser mine inspired by classic CS 1.6 Zombie Mod. Swappable batteries, Damages sosigs and players (configurable).H3ZM LaserMine

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.
- Insert the battery underneath, contacts upward. Either label direction works; it snaps into place.
- Release the mine with its rear sticky surface against a valid wall.
- Hover a free hand over the top switch and press the trigger for ARM/SAFE, before or after placement.
- 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.
