将P-92法令手枪的制导机制移植到全武器,实现子弹追踪与自瞄扩展。Ports the P-92 Warrant's guidance mechanism to all weapons for bull 1.8.5

A Mod for Helldivers 2
将P-92法令手枪的制导机制移植到全武器,实现子弹追踪与自瞄扩展。Ports the P-92 Warrant's guidance mechanism to all weapons for bull akl_mod_preview_image
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Guided Rounds v1.8.5 —— 制导弹丸 / Guided Rounds
把 P-92 法令手枪的原版制导机制,装到武器清单里的每一把枪上
The P-92 Warrant's own guidance, ported to every weapon on the list


★ NEW IN v1.8.5 — FULL ENGLISH SUPPORT ★
Every in-game option now follows your game language: Simplified or Traditional Chinese shows Chinese, every other language shows English — English-speaking players get a fully English menu for the first time (earlier versions were Chinese-only). Nothing to configure: change Text Language in the game's options and open the escape menu again.​




一句话说明(中文)
弹丸出膛后自动追踪敌人,而伤害、初速、弹道仍然使用武器自己的数值(不会统一变成法令手枪的 90 伤害)。带索敌范围圆环、锁定标记与目标方框,全部参数可在游戏内 MODS 菜单实时调整。

来源声明(基于他人作品二次修改)
本 mod 是 DIY your weapon to shoot like Donk(APW-1 反器材锁头 DIY-able) 的二次修改产物:制导机制、内存偏移与大部分实现都来自那个 addon,本包是在它基础上的独立开发与修复(见下方「亮点」与「已知问题」)。如果你更偏好原作的做法,请直接使用上面那个原 mod;两个包修改同一批武器字段,不要同时启用。

源码与许可(MIT)
本 mod 已以 MIT 许可证开源:github.com/cancan23333/Helldiver2-Guided-Rounds-v1.8.5
—— 你可以自由使用、修改、再分发,只需保留版权与许可声明。仓库里除了 addon 源码(docs/guided_rounds.lua)之外,
还有可复现的打包脚本与离线自检工具。欢迎在 Issues 里报告问题(附上 ApwGuidance.log 与
BingusSharedLoader.log 更有效),也欢迎 Pull Request。

依赖 / Requirements
缺少 HD2Runtime 时弹丸材质不会加载,弹丸会显示成缺材质的问号图标。

安装
  1. 用管理器导入 Guided-Rounds-v1.8.5.zip
  2. 启用本 mod 与上面四个依赖
  3. purge & redeploy
  4. 重启游戏
注意:如果你装过原版「APW-1 制导弹」类 addon,请先卸载。两者修改同一批武器字段,同时启用会互相冲突。

使用方法
逃生菜单的 MODS 页签里有两个分类:

  • GUIDED ROUNDS —— 总开关与全部参数(正好 32 项)
  • GUIDED WEAPONS 1..4 —— 104 把枪/支援武器,每把一个四选一:
    • OFF:打普通弹
    • 准心优先:打制导弹,锁离准心最近的敌人
    • 最大血量大优先:制导,锁最大血量最大的
    • 最大血量小优先:制导,锁最大血量最小的
    两个血量档都按最大血量排序(不会因为目标受伤而中途改选),同一档内仍由准心决定。

常用参数
  • 开启:总开关。关闭会把所有改过的内存按字节还原。
  • 锁定角度:索敌锥半角,同时决定屏幕上范围圆环的大小;设为 0 就没有圆环。
  • 锁定距离:索敌距离上限(米),出厂 250。
  • 制导弹速度 / 加速度:直接写追踪组件的速度与加速度。原厂只有 90 m/s,所以制导弹看起来慢;建议先试 600–900。
  • 出膛锁定生效时间:弹丸出膛后多久才允许被指定目标,出厂 0.25 秒。
  • 自己绑定目标:引擎没锁上时,由 mod 在瞄准锥里挑一个绑上去。建议保持开启。
  • 掩体后不锁(默认开):你和目标之间有实体挡住时不锁定。用的是引擎自己的碰撞射线,而且从手上的枪口发出——判的就是子弹这条路。
  • 忽略植物遮挡(默认开):树叶挡视线但挡不住子弹,跳过引擎标记的这类命中。
  • 范围圆环 / 锁定标记 / 目标方框:三个锁定视觉元素,各自独立开关。
  • 加载弹丸材质:必须保持开启。关掉后弹丸会显示成缺失材质的问号图标。
  • 开镜锁定系数 / 开镜锁定范围跟随倍镜:默认关闭。
    • 关闭时:范围圆环在任何倍率下都是同样的屏幕大小,腰射与开镜能锁的范围完全一致——圆环画多大就锁多大。
    • 打开时:开镜锁定范围 = 原版范围 × 系数,因此随倍镜放大系数自适应(同一系数下,4 倍镜锁的范围约是 1 倍镜的 4 倍)。系数 0.05–1.0,出厂 0.3;填 1.0 就是完全原版行为。
  • 锁定光能族穿梭舰:默认关闭。光能族的穿梭舰(含它的护盾)是投送部队的载具,锁它会把弹丸引到舰体上而不是它投放出来的单位;打开后瞄准锥与兜底绑定会重新把它当候选。
  • 锁定机器人运输舰:默认关闭,原因同上。

快捷键
  • F7:重启本 mod——把所有写过的值还原后重新武装,用于清掉偶发「锁不上」的状态。它不会关闭 mod。
  • F10:循环切换追踪弹类型(需要先在 cfg 里把 seek_cycle 设为 1)。

配置文件(以下开发者/排查开关只写在 cfg 里,不占菜单行:ship_scan / debug / los_debug / los_desc / scan_ms / swarm_split / cluster_autofix)
Code:
%LOCALAPPDATA%\Hd2ApwGuidance\apw_guidance.cfg

语言:菜单选项文字自动跟随游戏语言——简体/繁体中文显示中文,其它语言显示英文;在游戏里改了 Text Language 后重开一次逃生菜单即可生效。

亮点
  • 把 P-92 法令的原版制导机制移植到 104 把枪与支援武器,弹丸出膛后自动追踪敌人。
  • 伤害、初速、弹道仍然使用武器自己的数值,不会统一变成法令手枪的数据。
  • 索敌范围圆环(1 像素细线)+ 原版锁定标记 + 目标方框,三者各自独立开关;圆环画多大就锁多大。
  • 掩体后不锁:视线检测用引擎自己的碰撞射线,而且从手上的枪口发出(不是相机),判的就是子弹这条路。
  • 每把枪可选四种模式:OFF / 准心优先 / 最大血量大优先 / 最大血量小优先。
  • 开镜与腰射的锁定范围不再打架:默认屏幕一致;想要「开镜锁得更远」可打开「跟随倍镜」,并按系数自适应。
  • F7 一键重启,清掉偶发的锁不上状态,不必去 MODS 页关了再开。
  • (v1.8.5 新增)菜单选项文字跟随游戏语言自动切换中/英:简体/繁体中文显示中文,其它语言显示英文——此前只有中文界面。
  • RL-77 空爆火箭:可让携带集束的那枚火箭本体制导(出厂 flak_only=1,集束模式保持原厂行为,只制导高射弹)。
  • 菜单遵守 MODS 页的硬上限(每分类 32 行、页签最多 8 个分类),不会挤掉别的 mod 的分类。

已知问题
  • 刚进入战局时会有一小段卡顿——这是正常现象,将来也不会修复。
    mod 必须先在本机内存里找到游戏的数据表才能工作,这一小段卡顿就是那次查找。它是一次性的:数据表找到之后就不再扫描,之后的战斗不受影响。想减轻可以把 cfg 里的 scan_ms 调小(出厂 4 毫秒/帧;调小则卡顿更轻,代价是找到数据表更慢)。
  • 作为主机时,没装本 mod 的队友会看到粉色问号弹丸。
    本 mod 会把弹丸换成 P-92 法令的弹丸实体(追踪组件在那个实体里),而资源包是按机器加载的:只有装 mod 的机器申请过这个包,别人的游戏里这个实体解析不出来,于是渲染成缺材质的问号。这是引擎的资源加载机制,主机侧无法绕开。
  • 作为客机加入别人的战局时,通常不会出现这个问题:你自己那台机器加载了自己需要的包,你的射击效果对你完全正常,队友也不需要装任何东西。所以推荐以客机身份加入其他队伍。
  • 想让队友也看到正常模型时,可以:让队友把 HD2Runtime 升到 0.31 以上(新版运行时会自动加载队友 mod 需要的材质,队友不需要装本 mod);或者让队里任意一人把 P-92 法令 当副武器带着(该资源包会被全队加载)。
  • 激光、电弧、火焰、喷射类等非弹丸武器无法使用,且未来也不会支持。
    例如 LAS-98 激光大炮、ARC-3 电弧发射器、FLAM-40 火焰喷射器、TX-41 灭菌器等:它们没有可追踪的弹丸,本 mod 的制导机制对它们无效。
  • 近战武器、手雷/投掷物,以及非玩家武器的行不列在菜单里(受 MODS 页 32 行/分类限制);把这些武器写进 cfg 的 weapons= 行仍可制导。
  • 与其它修改同一批武器/弹丸字段的 mod 可能冲突。装过原版「APW-1 制导弹」类 addon 的话请只保留一个。

多人游戏建议
  • 推荐以客机身份加入别人的战局。你的制导效果只由你自己的机器计算,队友不会看到问号弹丸,你也不需要队友装任何东西。
  • 如果你是主机:请提前告知队友可能看到问号弹丸,并按上面「已知问题」里的办法缓解。
  • 建议使用 Friends Only / 邀请制房间。

日志
Code:
%LOCALAPPDATA%\Hd2ApwGuidance\ApwGuidance.log
参数改动、锁定目标、制导状态都写在这里;排查问题时把这一段日志发出来即可。

卸载
关闭 mod 后所有内存写入都会还原;直接删除包即可。

致谢
本包是 DIY your weapon to shoot like Donk(APW-1 反器材锁头 DIY-able) 的二次修改产物:制导机制、内存偏移与大部分实现来自那个 addon。也感谢 Bingus Shared Loader、HD2Runtime、Mod Options Menu / Vanilla Plus Megapack 的作者们。作者:cancan2333 & SoS2430。源码以 MIT 许可开源于 GitHub。




Guided Rounds v1.8.5 —— Guided projectiles for every weapon
The P-92 Warrant's own guidance, ported to every weapon on the list​

In one line
Your rounds track the enemy after they leave the barrel, while damage, muzzle velocity and ballistics stay the weapon's own (they do not become the Warrant's 90 damage). Includes an aim-cone range ring, a lock marker and a target box, all tunable live from the in-game MODS tab.

Derivation notice (built on someone else's work)
This mod is a modified derivative of DIY your weapon to shoot like Donk (APW-1 Anti-Materiel lock-on, DIY-able): the guidance mechanism, the memory offsets and most of the implementation come from that addon, and this package is independent development and fixes built on top of it (see Highlights and Known issues below). If you prefer the original approach, use that mod instead — both edit the same weapon fields, so do not enable the two together.

Source and license (MIT)
This mod is open source under the MIT license: github.com/cancan23333/Helldiver2-Guided-Rounds-v1.8.5
—— use, modify and redistribute it freely, keeping the copyright and license notice. Besides the addon source
(docs/guided_rounds.lua) the repository carries a reproducible build script and the offline self-check tools.
Bug reports and pull requests are welcome there (attaching ApwGuidance.log and
BingusSharedLoader.log makes a report much easier to act on).

Requirements
Without HD2Runtime the projectile materials are never loaded and rounds show as missing-material question marks.

Installation
  1. Import Guided-Rounds-v1.8.5.zip with your mod manager
  2. Enable this mod and the four requirements above
  3. Purge & redeploy
  4. Restart the game
Note: if you have the original "APW-1 guided rounds" addon installed, remove it first. Both edit the same weapon fields and conflict when enabled together.

How to use
Two categories appear on the escape menu's MODS tab:

  • GUIDED ROUNDS —— master switch and every parameter (exactly 32 rows)
  • GUIDED WEAPONS 1..4 —— 104 weapons and support weapons, one four-way choice each:
    • OFF: plain rounds
    • AIM FIRST: guided, locks the enemy nearest the crosshair
    • BIG FIRST: guided, locks the enemy with the most maximum health
    • SMALL FIRST: guided, locks the enemy with the least maximum health
    Both health tiers order by maximum health, so the choice does not drift as a target is damaged; inside one tier the crosshair still decides.

Common settings
  • ENABLE: master switch. Turning it off restores every byte it wrote.
  • LOCK ANGLE: the acquisition cone's half angle, and it also sets the on-screen radius of the range ring; 0 removes the ring.
  • LOCK RANGE: furthest target accepted, in metres (250 shipped).
  • GUIDED ROUND SPEED / SEEKER ACCELERATION: written straight into the seeker component. The game value is only 90 m/s, which is why guided rounds look slow; try 600–900 first.
  • ARM TIME AFTER MUZZLE: how long after leaving the barrel a round may be given a target (0.25 s shipped).
  • BIND TARGET OURSELVES: when the engine has not locked anything, pick one in the aim cone and bind it. Leave this on.
  • REQUIRES LINE OF SIGHT (on by default): refuses a target with something solid in between. It uses the engine's own collision ray, cast from the muzzle in your hands — the bullet's own path is what is tested.
  • SHOOT THROUGH FOLIAGE (on by default): leaves block the view but not the bullet, so the engine's foliage hits are skipped.
  • RANGE RING / LOCK MARKERS / TARGET BOX: the three lock visuals, each with its own switch.
  • LOAD PROJECTILE MATERIALS: keep this ON. With it off, rounds show as missing-material question marks.
  • SCOPE LOCK SCALE / FOLLOW THE SCOPE ZOOM: off by default.
    • Off: the range ring keeps the same on-screen size at every zoom, so hipfire and a scope lock exactly the same area — what the ring shows is what is locked.
    • On: the scoped lock range becomes the original range × the scale, so it follows the magnification (at the same scale a 4x scope locks roughly four times the area a 1x scope does). Scale 0.05–1.0, 0.3 shipped; 1.0 is the original behaviour.
  • LOCK ILLUMINATE WARPSHIPS: OFF as shipped. The Illuminate Warp Ship (and its shield) is the transport that warps in and drops troops; locking it sends rounds at the ship instead of at what it lands.
  • LOCK AUTOMATON DROPSHIPS: OFF as shipped, same reason.

Hotkeys
  • F7: restarts the mod — every value it wrote is restored, then taken again. Use it for the occasional "stops locking" state. It does not switch the mod off.
  • F10: cycles the seeker entity (set seek_cycle=1 in the cfg first).

Config file (the developer/troubleshooting switches live here only, so they cost no menu row: ship_scan / debug / los_debug / los_desc / scan_ms / swarm_split / cluster_autofix)
Code:
%LOCALAPPDATA%\Hd2ApwGuidance\apw_guidance.cfg

Language: the option texts follow the game language — Simplified and Traditional Chinese show Chinese, every other language shows English. After changing Text Language in the game, open the escape menu again.

Highlights
  • The P-92 Warrant's own guidance, ported to 104 weapons and support weapons: rounds track the enemy after they leave the barrel.
  • Damage, muzzle velocity and ballistics stay the weapon's own — nothing is normalised to the Warrant's numbers.
  • Aim-cone range ring (one-pixel hairline), stock lock markers and a target box, each with its own switch; what the ring shows is what is locked.
  • Cover is respected: the sight test uses the engine's own collision ray, cast from the muzzle in your hands rather than the camera, so it judges the bullet's actual path.
  • Four modes per weapon: OFF / AIM FIRST / BIG FIRST / SMALL FIRST.
  • Hipfire and scope no longer disagree: same on-screen range by default; switch on FOLLOW THE SCOPE ZOOM to lock further the more you zoom, scaled by your own decimal.
  • F7 restarts in one keypress instead of toggling the mod off and on in the MODS tab.
  • NEW in v1.8.5: option texts follow the game language (Chinese / English) — earlier versions were Chinese-only.
  • RL-77 Airburst: the rocket that carries the burst can be guided (flak_only=1 shipped, so the cluster mode stays factory and only the flak round is guided).
  • The menu respects the MODS tab's hard limits (32 rows per category, 8 categories), so it never pushes another mod's category out.

Known issues
  • A short stutter when a mission starts — this is normal and will not be fixed.
    The mod has to locate the game's data tables in this machine's memory before it can do anything, and that search is the stutter. It is a one-off cost: once the tables are found nothing is scanned again and the rest of the mission is unaffected. To soften it, lower scan_ms in the cfg (4 ms per frame shipped; less stutter, at the cost of finding the tables later).
  • As the host, squadmates who do not have this mod see pink question-mark rounds.
    The mod swaps a weapon's round for the P-92 Warrant projectile entity (that entity is where the seeker lives), and resource packages are loaded per machine: only a machine that asked for the package has it, so on anyone else's game the entity cannot resolve and renders as a missing material. This is the engine's asset loading, and it cannot be worked around from the host side.
  • Joining someone else's game as a client does not normally show this: your own machine loads the packages it needs, your shots look right to you, and the host needs nothing installed. That is why joining other squads as a client is the recommended way to play.
  • To make squadmates see the correct model: have them update HD2Runtime to 0.31 or newer (a current runtime loads what a lobby peer's mods need by itself, with no gameplay mod on their side); or have anyone in the squad carry the P-92 Warrant as their sidearm, which loads that package for everyone.
  • Non-projectile weapons cannot be guided and will never be supported.
    LAS-98 Laser Cannon, ARC-3 Arc Thrower, FLAM-40 Flame Thrower, TX-41 Sterilizer and other beam, arc, flame or spray weapons fire no projectile to steer, so this mod's mechanism cannot apply to them.
  • Melee weapons, grenades/throwables and non-player weapon rows are not listed in the menu (the MODS tab allows 32 rows per category); writing them into the cfg's weapons= line still guides them.
  • May conflict with other mods that edit the same weapon or projectile fields. If the original "APW-1 guided rounds" addon is installed, keep only one of the two.

Multiplayer advice
  • Join other squads as a client. Your guidance is computed on your own machine, squadmates never see question-mark rounds, and nobody needs anything installed for you.
  • If you are the host: tell your squadmates they may see question-mark rounds, and use the mitigations above.
  • Friends Only / invite-only lobbies are recommended.

Log
Code:
%LOCALAPPDATA%\Hd2ApwGuidance\ApwGuidance.log
Settings changes, locked targets and guidance state are written here; attach this log when reporting a problem.

Uninstall
Switching the mod off restores every memory write it made; deleting the package afterwards is enough.

Credits
This package is a modified derivative of DIY your weapon to shoot like Donk (APW-1 Anti-Materiel lock-on, DIY-able): the guidance mechanism, the memory offsets and most of the implementation come from that addon. Thanks also to the authors of Bingus Shared Loader, HD2Runtime and Mod Options Menu / Vanilla Plus Megapack. Guidance components and scene assets are copyright Arrowhead Game Studios. Authors: cancan2333 & SoS2430. Source released under the MIT license on GitHub.
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Platform
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Version
1.8.5
Total Size
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Rating
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Latest updates

  1. Nothing

    没有什么

AstraHelldiver

Members
Members
Sep 30, 2026
2
1
how does it affect the airburst? it feels like theres options for the bomblets to lock on but they dont lock on
 

LostENDz

Members
Members
Sep 30, 2026
4
1
Your mod is amazing! Could you please add an English translation as well?"