The Epoch automatically explodes when carried on the body.纪元背在身上自动爆炸 3.0

A Mod for Helldivers 2
The Epoch automatically explodes when carried on the body.纪元背在身上自动爆炸 akl_mod_preview_image
需要Bingus Shared Loader v16 或更高版本,以及 HD2Runtime v0.30.3 或更高版本。两项前置需要单独安装,本模组压缩包不包含它们。

本模组已开源到GitHub上面,大家可以按需求下载https://github.com/YanHu9898/hd2-epoch-timebomb

# 纪元定时炸弹模组 v0.4.1

## 设计目的

让 PLAS-45「纪元」成为需要持续管理的高风险武器,而不是可以无限弹药、一直安全开火的超模装备。玩家可用实际发射刷新 7 秒短引信,但连续携带的 35 秒硬期限不会被射击、切枪或其他操作重置;到第 35 秒仍会触发过蓄力自爆。只有在期限前丢下纪元并重新捡起,才会开启新的 35 秒周期。

这里模拟的是模组引信,不是让游戏原生蓄力动画在背上运行。

## v0.4.1 的规则与效果

1. **弹药保持原版。**模组不再修改纪元的弹匣容量、备弹或补给数值,不提供无限弹药。
2. **携带纪元启动 7 秒引信。**纪元在支援武器栏里就会计时;切换主武器或副武器不会暂停。倒计时到期时,在角色当时的位置触发纪元原版过蓄力自爆效果。
3. **纪元射击只刷新 7 秒短引信。**识别到本地玩家实际发射任意蓄力档位的纪元,就重新开始完整 7 秒;但这不会改变独立运行的 35 秒硬期限。仅切枪、开其他武器或零发射数事件不会刷新短引信。
4. **35 秒是每次连续携带的硬期限。**它从拿起纪元时开始,不受开枪或切枪影响;无论 7 秒短引信是否刚被刷新,到第 35 秒都会触发爆炸。
5. **丢下纪元会取消当前周期并停止滴声。**重新捡起后,35 秒硬期限和 7 秒短引信都从头开始;丢下期间安全,不计时。切换到主武器或副武器不算丢弃,计时不会重置。
6. **声音提示、不显示屏幕倒计时。**每秒提示一次,音高逐秒升高;越接近爆炸,音调越高。提示从 7 秒剩余时开始,最后一声在爆炸前约 1 秒发出。
7. **每次重新捡起都会开启新周期。**连续携带计时在丢弃时清零;死亡或任务结束也会取消当前周期。

## 关于蓄力档位和多人局

游戏资源内部确实区分纪元的普通蓄力与满蓄力攻击分支,但当前 HD2Runtime 的公开射击事件只提供**本地玩家按武器统计的发射数**,不提供逐发弹丸代码或蓄力档位。因此模组不猜鼠标按住时长,也不尝试用无法归属的全局弹丸扫描来判断满蓄力;任意蓄力档位的本地纪元发射都会刷新 7 秒短引信,但绝不会推迟 35 秒硬期限。

该射击事件是本地玩家专用,所以同一局其他玩家的纪元不会刷新你的引信。计时与爆炸仍仅在主机/单人任务执行;多人同步和伤害效果未经游戏内验证。

## 安装

1. 退出游戏。
2. 在模组管理器中停用或移除旧版「纪元定时炸弹」,不要与新版重复启用。
3. 导入本文件夹中的 `纪元定时炸弹-v0.4.1.zip` 并启用。
4. 保留你已有的 Bingus Shared Loader 和 HD2Runtime;本包不捆绑或替换它们。
5. 建议先在自己担任主机的私人任务或单人任务测试。本包不会自动安装,也不会改动游戏文件。

## 快速验证

- 携带纪元但不发射:应听到从低到高的逐秒提示;引信到期时应请求纪元原版过蓄力自爆。
- 携带约 5 秒时实际发射纪元:7 秒短引信应重新开始,但 35 秒硬期限仍从最初拿起时计时。切换主/副武器也不能延长硬期限。
- 在第 34.9 秒发射:短引信会刷新,但第 35 秒仍应立即触发爆炸。若在期限前丢下并重新捡起,则应从捡起时重新计算完整 35 秒。
- 发射主武器、仅切换武器、零发射数事件都不应刷新;队友发射纪元也不应影响本地计时。
- Windows 电子滴声跟随系统音量混合器与音频输出设备,不跟随游戏内音效音量滑块。

## 检查范围与限制

- 代码改动会用本机 Lua 5.1 环境和 HD2Runtime 0.30.3 的原始爆炸坐标/请求实现做离线回归测试;这些测试不会启动或注入游戏。
- 爆炸使用原版伤害规则;无敌、特殊减伤或其他伤害模组可能影响最终结果。
- 若 Windows 音频播放不可用,模组会尝试任务内备用音效;备用音效可能无法呈现逐秒音高差异。


Requires Bingus Shared Loader v16 or later and HD2Runtime v0.30.3 or later. Both prerequisites must be installed separately; they are not included in this mod archive.

Epoch Time Bomb Mod v0.4.1​

Design Intent​

Turn the PLAS-45 "Epoch" into a high-risk weapon that demands constant management, rather than an overpowered piece of gear you can fire indefinitely with unlimited ammo. Players can refresh the 7-second short fuse with each live shot, but the 35-second hard deadline that comes with carrying the weapon cannot be reset by firing, weapon swapping, or any other action — at the 35-second mark it still triggers the overcharge self-detonation. Only by dropping the Epoch before the deadline and picking it up again does a new 35-second cycle begin.

What is simulated here is a mod-side fuse, not the game's native charge animation running on your character's back.

Rules and Effects in v0.4.1​

  1. Ammo stays vanilla. The mod no longer modifies the Epoch's magazine size, reserve ammo, or resupply values, and it does not provide unlimited ammo.
  2. Carrying the Epoch starts a 7-second fuse. The Epoch counts down while it sits in your support weapon slot; switching to your primary or secondary weapon does not pause it. When the countdown expires, the Epoch's vanilla overcharge self-detonation is triggered at the character's current position.
  3. Firing the Epoch only refreshes the 7-second short fuse. Once a shot from the local player is detected — at any charge tier — the full 7 seconds restarts, but this does not alter the independently running 35-second hard deadline. Events involving only weapon swaps, firing other weapons, or a zero shot count will not refresh the short fuse.
  4. The 35 seconds is a hard deadline per continuous carry. It begins when the Epoch is picked up and is unaffected by firing or weapon swapping; the explosion triggers at the 35-second mark regardless of whether the 7-second short fuse was just refreshed.
  5. Dropping the Epoch cancels the current cycle and stops the beeping. After picking it up again, both the 35-second hard deadline and the 7-second short fuse start over from scratch; you are safe and nothing is counting down while it is on the ground. Switching to your primary or secondary weapon does not count as dropping it, and will not reset the timer.
  6. Audio cues, with no on-screen countdown. A cue plays once per second, with the pitch rising each second; the closer to detonation, the higher the tone. Cues begin at 7 seconds remaining, and the final cue plays approximately 1 second before the explosion.
  7. Every pickup starts a new cycle. The continuous-carry timer resets to zero when the weapon is dropped; dying or ending the mission also cancels the current cycle.

On Charge Tiers and Multiplayer Sessions​

The game's resources do internally distinguish the Epoch's normal charge attack branch from its full-charge branch, but the currently public HD2Runtime fire event only exposes a per-weapon shot count for the local player — it does not provide per-projectile codes or charge tiers. The mod therefore does not guess how long you held the mouse button, and does not attempt to judge full charge using global projectile scans that cannot be attributed. A local Epoch shot at any charge tier will refresh the 7-second short fuse, but will never postpone the 35-second hard deadline.

That fire event is local-player only, so another player's Epoch in the same session will not refresh your fuse. The timer and the explosion still only execute on the host or in solo missions; multiplayer synchronization and damage behavior have not been verified in game.

Installation​

  1. Exit the game.
  2. Disable or remove the older version of "Epoch Time Bomb" in your mod manager. Do not enable both versions at the same time.
  3. Import 纪元定时炸弹-v0.4.1.zip from this folder and enable it.
  4. Keep your existing Bingus Shared Loader and HD2Runtime; this package does not bundle or replace them.
  5. Testing in a private mission you are hosting, or in a solo mission, is recommended. This package does not auto-install and does not modify game files.

Quick Verification​

  • Carry the Epoch without firing: you should hear a per-second cue rising from low to high pitch; when the fuse expires, the Epoch's vanilla overcharge self-detonation should be requested.
  • Fire the Epoch about 5 seconds into a carry: the 7-second short fuse should restart, but the 35-second hard deadline still counts from the original pickup. Switching to primary/secondary weapons must not extend the hard deadline either.
  • Fire at the 34.9-second mark: the short fuse will refresh, but the explosion should still trigger immediately at 35 seconds. If you drop and pick the weapon back up before the deadline, the full 35 seconds should be recalculated from the moment of pickup.
  • Firing your primary weapon, merely switching weapons, or zero shot count events should not refresh anything; a teammate firing their Epoch should not affect your local timer either.
  • The Windows electronic beep follows the system volume mixer and audio output device, not the in-game sound effects volume slider.

Scope of Verification and Limitations​

  • Code changes are regression-tested offline using a local Lua 5.1 environment and HD2Runtime 0.30.3's vanilla explosion coordinate/request implementation; these tests do not launch or inject into the game.
  • The explosion uses vanilla damage rules; invincibility, special damage reduction, or other damage mods may affect the final result.
  • If Windows audio playback is unavailable, the mod attempts a fallback sound within the mission; the fallback may not reproduce the per-second pitch differences.
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  1. Stability and serious bug fixes

    Fixed a bug that severely impacted game performance and memory lifespan. It will no longer...

Desiderium

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Machine translation:

Requires Bingus Shared Loader v16 or higher, and HD2Runtime v0.30.3 or higher. Both prerequisites must be installed separately; they are not included in this mod's archive.

Epoch Time Bomb Mod v0.4.1​

Design Objective​

Turn the PLAS-45 Epoch into a high-risk weapon that demands constant active management, rather than an overpowered piece of gear with infinite ammo that can be fired safely without consequence. Players can refresh the short 7-second fuse by actually firing the weapon; however, the continuous carry hard limit of 35 seconds cannot be reset by firing, swapping weapons, or any other action. At the 35-second mark, the vanilla overcharge self-destruct will trigger regardless. The only way to start a new 35-second cycle is to drop the Epoch and pick it back up before the timer expires.
This simulates a mod-level fuse mechanism; it does not trigger the game's native backpack charge animation.

v0.4.1 Rules and Mechanics​

  1. Vanilla ammo values are preserved. The mod no longer alters the Epoch’s magazine capacity, reserve ammunition, or resupply values, and provides no infinite ammo.
  2. Carrying the Epoch starts a 7-second fuse. The timer runs whenever the Epoch is in your support weapon slot; switching to your primary or secondary weapon will not pause it. When the countdown expires, the vanilla Epoch overcharge explosion triggers at your character's current location.
  3. Firing the Epoch only refreshes the short 7-second fuse. Detecting an actual shot fired by the local player at any charge stage resets the 7-second countdown back to full; this does not alter the independently ticking 35-second hard limit. Swapping weapons, firing other weapons, or zero-projectile events will not refresh the short fuse.
  4. 35 seconds is a hard limit for continuous carry. It starts the moment the Epoch is picked up and is unaffected by firing or weapon swapping. Even if the 7-second fuse was just refreshed, the explosion triggers as soon as 35 seconds are reached.
  5. Dropping the Epoch cancels the current cycle and stops the beeping. Picking it back up starts both the 35-second hard limit and the 7-second short fuse from scratch; the weapon is safe and does not tick while on the ground. Swapping to your primary or secondary does not count as dropping it and will not reset the timer.
  6. Audio cues only; no on-screen countdown. An audio cue plays every second with a pitch that rises each second—the closer to detonation, the higher the pitch. Cues begin when 7 seconds remain, with the final tone playing roughly 1 second before detonation.
  7. Every pickup begins a new cycle. The continuous carry timer resets to zero upon drop; dying or ending the mission also cancels the active cycle.

Notes on Charge Stages and Multiplayer​

Internal game resources distinguish between normal charge and full charge attack branches, but HD2Runtime's current public fire events only expose local player shot counts aggregated by weapon, not per-projectile identifiers or charge stages. As a result, the mod does not guess mouse-hold duration or scan unassigned global projectiles. Any shot fired locally with the Epoch at any charge stage will refresh the 7-second fuse, but will never delay the 35-second hard limit.
Because this fire event is strictly local, shots fired by other players carrying an Epoch will not refresh your fuse. Timer handling and detonation execution run only on the host/solo mission; multiplayer synchronization and damage delivery have not been validated in-game.

Installation​

  1. Exit the game.
  2. Disable or remove any older version of "Epoch Time Bomb" in your mod manager—do not run it alongside the new version.
  3. Import 纪元定时炸弹-v0.4.1.zip from this folder and enable it.
  4. Keep your existing installations of Bingus Shared Loader and HD2Runtime; this package does not bundle or replace them.
  5. It is recommended to test first in a self-hosted private lobby or solo mission. This package does not install automatically and makes no modifications to base game files.

Quick Verification​

  • Carry the Epoch without firing: You should hear ascending beeps every second; upon expiration, it should trigger the native Epoch overcharge explosion.
  • Fire at ~5 seconds of carry: The 7-second fuse should reset, but the 35-second hard limit continues counting down from the initial pickup. Swapping weapons will not extend the hard limit.
  • Fire at 34.9 seconds: The short fuse will refresh, but the explosion should still detonate immediately at the 35-second mark. Dropping and picking it back up before expiration should grant a full fresh 35-second cycle from the moment of pickup.
  • Other actions: Firing a primary weapon, swapping weapons without firing, or zero-shot events should not refresh the fuse. Teammates firing their own Epochs will not affect your local timers.
  • Audio routing: The Windows system beep routes through the system Volume Mixer and default audio output device; it does not follow in-game SFX sliders.

Test Scope and Known Limitations​

  • Code modifications are regression-tested offline using a local Lua 5.1 environment alongside HD2Runtime 0.30.3's native explosion coordinate/request implementations; these tests do not launch or inject into the live game client.
  • This build has not undergone live in-game testing. Passing offline regression does not guarantee proper visual effects, damage numbers, host synchronization, or compatibility across all mod combinations in the live game.
  • Detonations follow vanilla damage rules; invulnerability, flat damage reduction, or other damage-altering mods may affect the outcome.
  • If Windows system audio playback is unavailable, the mod attempts to fall back to an in-mission audio effect, which may not reproduce the rising pitch across each second.
 

YanHu9898

Members
Members
Sep 28, 2026
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So it provides no benefits at all? Just a silly little challenge? Fun!
Yes, yes, exactly. Since most mods these days are made to ease the player's experience, my initial goal with this mod was to make the game really hard for players to keep going
 

YanHu9898

Members
Members
Sep 28, 2026
2
2
Machine translation:

Requires Bingus Shared Loader v16 or higher, and HD2Runtime v0.30.3 or higher. Both prerequisites must be installed separately; they are not included in this mod's archive.

Epoch Time Bomb Mod v0.4.1​

Design Objective​

Turn the PLAS-45 Epoch into a high-risk weapon that demands constant active management, rather than an overpowered piece of gear with infinite ammo that can be fired safely without consequence. Players can refresh the short 7-second fuse by actually firing the weapon; however, the continuous carry hard limit of 35 seconds cannot be reset by firing, swapping weapons, or any other action. At the 35-second mark, the vanilla overcharge self-destruct will trigger regardless. The only way to start a new 35-second cycle is to drop the Epoch and pick it back up before the timer expires.
This simulates a mod-level fuse mechanism; it does not trigger the game's native backpack charge animation.

v0.4.1 Rules and Mechanics​

  1. Vanilla ammo values are preserved. The mod no longer alters the Epoch’s magazine capacity, reserve ammunition, or resupply values, and provides no infinite ammo.
  2. Carrying the Epoch starts a 7-second fuse. The timer runs whenever the Epoch is in your support weapon slot; switching to your primary or secondary weapon will not pause it. When the countdown expires, the vanilla Epoch overcharge explosion triggers at your character's current location.
  3. Firing the Epoch only refreshes the short 7-second fuse. Detecting an actual shot fired by the local player at any charge stage resets the 7-second countdown back to full; this does not alter the independently ticking 35-second hard limit. Swapping weapons, firing other weapons, or zero-projectile events will not refresh the short fuse.
  4. 35 seconds is a hard limit for continuous carry. It starts the moment the Epoch is picked up and is unaffected by firing or weapon swapping. Even if the 7-second fuse was just refreshed, the explosion triggers as soon as 35 seconds are reached.
  5. Dropping the Epoch cancels the current cycle and stops the beeping. Picking it back up starts both the 35-second hard limit and the 7-second short fuse from scratch; the weapon is safe and does not tick while on the ground. Swapping to your primary or secondary does not count as dropping it and will not reset the timer.
  6. Audio cues only; no on-screen countdown. An audio cue plays every second with a pitch that rises each second—the closer to detonation, the higher the pitch. Cues begin when 7 seconds remain, with the final tone playing roughly 1 second before detonation.
  7. Every pickup begins a new cycle. The continuous carry timer resets to zero upon drop; dying or ending the mission also cancels the active cycle.

Notes on Charge Stages and Multiplayer​

Internal game resources distinguish between normal charge and full charge attack branches, but HD2Runtime's current public fire events only expose local player shot counts aggregated by weapon, not per-projectile identifiers or charge stages. As a result, the mod does not guess mouse-hold duration or scan unassigned global projectiles. Any shot fired locally with the Epoch at any charge stage will refresh the 7-second fuse, but will never delay the 35-second hard limit.
Because this fire event is strictly local, shots fired by other players carrying an Epoch will not refresh your fuse. Timer handling and detonation execution run only on the host/solo mission; multiplayer synchronization and damage delivery have not been validated in-game.

Installation​

  1. Exit the game.
  2. Disable or remove any older version of "Epoch Time Bomb" in your mod manager—do not run it alongside the new version.
  3. Import 纪元定时炸弹-v0.4.1.zip from this folder and enable it.
  4. Keep your existing installations of Bingus Shared Loader and HD2Runtime; this package does not bundle or replace them.
  5. It is recommended to test first in a self-hosted private lobby or solo mission. This package does not install automatically and makes no modifications to base game files.

Quick Verification​

  • Carry the Epoch without firing: You should hear ascending beeps every second; upon expiration, it should trigger the native Epoch overcharge explosion.
  • Fire at ~5 seconds of carry: The 7-second fuse should reset, but the 35-second hard limit continues counting down from the initial pickup. Swapping weapons will not extend the hard limit.
  • Fire at 34.9 seconds: The short fuse will refresh, but the explosion should still detonate immediately at the 35-second mark. Dropping and picking it back up before expiration should grant a full fresh 35-second cycle from the moment of pickup.
  • Other actions: Firing a primary weapon, swapping weapons without firing, or zero-shot events should not refresh the fuse. Teammates firing their own Epochs will not affect your local timers.
  • Audio routing: The Windows system beep routes through the system Volume Mixer and default audio output device; it does not follow in-game SFX sliders.

Test Scope and Known Limitations​

  • Code modifications are regression-tested offline using a local Lua 5.1 environment alongside HD2Runtime 0.30.3's native explosion coordinate/request implementations; these tests do not launch or inject into the live game client.
  • This build has not undergone live in-game testing. Passing offline regression does not guarantee proper visual effects, damage numbers, host synchronization, or compatibility across all mod combinations in the live game.
  • Detonations follow vanilla damage rules; invulnerability, flat damage reduction, or other damage-altering mods may affect the outcome.
  • If Windows system audio playback is unavailable, the mod attempts to fall back to an in-mission audio effect, which may not reproduce the rising pitch across each second.
Thank you, friend. Please forgive me for forgetting to write an English introduction; I will add it immediately.