homing stim + hit notice v2.0.5
EN A branch of DK05's "homing stim (no announce)" that adds the one thing it is missing:
a readable on-screen confirmation when your P-11 dart reaches a teammate.
ZH 基于 DK05「homing stim (no announce)」的分支,补上它缺的那一项:治疗针命中队友时的屏幕确认。
Why it is needed
EN player_healed only fires when health actually rises, so stimming a FULL-HEALTH teammate
(topping up stamina before a fight) produced no feedback at all. This branch reads the
game's own native hit marker - the same one DK05's reticle colours - and shows the hit.
EN 治疗针打满血队友(提前回体力)时血量不变,原版不会有任何反馈;本分支直接读游戏的原生命中
标记(DK05 的准星上色用的也是它),所以满血命中一样有提示。
What it shows
EN HIT / HIT <teammate id> / HIT <teammate id> +<total healed>
(ASCII only: the runtime overlay font has no CJK glyphs on this build, so a Chinese notice
would render as "??")
ZH 提示为纯 ASCII(runtime 自带字体无中文字形,中文会显示成 "??")
Does DK05's reticle already do this?
EN Yes - his reticle turns red on a hit, and that native hit marker is exactly what this fork
publishes, so the two agree by construction. This fork adds a *text line* you can position,
size and colour, and read without watching the reticle. If the reticle is enough for you,
keep DK05's build.
What this does NOT do (important)
EN The notice module is READ-ONLY: it subscribes to HD2Runtime events and draws text through
HD2Runtime's overlay API. It never touches stim behaviour, stacking, healing or the
projectile. "One stim = one line" is a display rule only - three darts still give three
regeneration stacks. The three patches to DK05's Lua are text changes (single menu page /
reticle style source / publishing the native hit marker) and none affects gameplay.
Features
- One Mod Options Menu page for everything (the branch patches DK05's menu registration so there
is only one page):
Enabled / Show player id / Text style / Show heal amount (per-shot total) / Show for (s) /
Text size / Position X,Y / Colour R,G,B / Max lines / Fire window / Require stim in hand /
Draw the notice / Debug logging / HUD and lock-on style (Warrant / Classic).
- One stim = one line: the heal-over-time ticks update the same line instead of printing a new one.
- Keeps DK05's homing, reticle, lock sound and both reticle styles exactly as they were
(switchable from our page).
- Based on the no-announce build: no asset sync.
Requirements
- Bingus Shared Loader (API 1) and HD2Runtime 0.28+
- Mod Options Menu (for the settings page)
- Replaces the original homing stim: same package Guid, do NOT enable both.
Troubleshooting - "game files are corrupted" on load
1. Another stim-homing mod is still enabled. The original homing stim and Watttt's
"P11-Stim-Homing 0.7.2" write the same P-11 data; DK05's own README says "Replace older
Homing Stim rather than enabling both". Keep only ONE enabled, then Deploy.
2. A truncated download. Re-download the zip and import it again.
3. Still failing? Attach these two files and your Arsenal / Bingus Shared Loader versions:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\BingusSharedLoader.log
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\HD2Runtime.log
The loader writes "N loaded, M failed" and names any mod it rejected. If the game dies
BEFORE the loader runs, the log is empty - which itself means it is not a mod problem.
Credits and licence
- Original mod: DK05 - "homing stim (no announce)" on AyakaMods. The homing, reticle, input
handling and assets are DK05's work, redistributed unchanged except for three single-line
patches (single menu page, reticle style source, publishing the native hit marker).
- Please support/endorse the original. If DK05 objects to this fork it will be taken down on request.
- The notice module (mods/stimtoast/stim_heal_toast) is written by the uploader.
Transparency
- Read-only with respect to the game: the notice module only reads events and draws text through
HD2Runtime's own overlay API. The three patches to DK05's Lua are text changes, listed above.
- The package ships documentation/MERGED-FORK.md with the exact patch list and how to rebuild it.
- Debug logging is on by default for this build; it can be turned off in the options page.
Changelog
2.0.5 documentation/MERGED-FORK.md ships inside the package; description updated with
troubleshooting and the read-only clarification. No behaviour change from 2.0.4.
2.0.4 Hit notice reads the native hit marker (full-health hits are reported); ASCII-only
notice; player id hidden by default.
2.0.3 Per-option error isolation; player id toggle; diagnostics for the hit signal.
2.0.2 Fixed a dotted option id that aborted the whole module.
2.0.0 Merged build: one mod, one menu page, bilingual labels, reticle style in our page.
EN A branch of DK05's "homing stim (no announce)" that adds the one thing it is missing:
a readable on-screen confirmation when your P-11 dart reaches a teammate.
ZH 基于 DK05「homing stim (no announce)」的分支,补上它缺的那一项:治疗针命中队友时的屏幕确认。
Why it is needed
EN player_healed only fires when health actually rises, so stimming a FULL-HEALTH teammate
(topping up stamina before a fight) produced no feedback at all. This branch reads the
game's own native hit marker - the same one DK05's reticle colours - and shows the hit.
EN 治疗针打满血队友(提前回体力)时血量不变,原版不会有任何反馈;本分支直接读游戏的原生命中
标记(DK05 的准星上色用的也是它),所以满血命中一样有提示。
What it shows
EN HIT / HIT <teammate id> / HIT <teammate id> +<total healed>
(ASCII only: the runtime overlay font has no CJK glyphs on this build, so a Chinese notice
would render as "??")
ZH 提示为纯 ASCII(runtime 自带字体无中文字形,中文会显示成 "??")
Does DK05's reticle already do this?
EN Yes - his reticle turns red on a hit, and that native hit marker is exactly what this fork
publishes, so the two agree by construction. This fork adds a *text line* you can position,
size and colour, and read without watching the reticle. If the reticle is enough for you,
keep DK05's build.
What this does NOT do (important)
EN The notice module is READ-ONLY: it subscribes to HD2Runtime events and draws text through
HD2Runtime's overlay API. It never touches stim behaviour, stacking, healing or the
projectile. "One stim = one line" is a display rule only - three darts still give three
regeneration stacks. The three patches to DK05's Lua are text changes (single menu page /
reticle style source / publishing the native hit marker) and none affects gameplay.
Features
- One Mod Options Menu page for everything (the branch patches DK05's menu registration so there
is only one page):
Enabled / Show player id / Text style / Show heal amount (per-shot total) / Show for (s) /
Text size / Position X,Y / Colour R,G,B / Max lines / Fire window / Require stim in hand /
Draw the notice / Debug logging / HUD and lock-on style (Warrant / Classic).
- One stim = one line: the heal-over-time ticks update the same line instead of printing a new one.
- Keeps DK05's homing, reticle, lock sound and both reticle styles exactly as they were
(switchable from our page).
- Based on the no-announce build: no asset sync.
Requirements
- Bingus Shared Loader (API 1) and HD2Runtime 0.28+
- Mod Options Menu (for the settings page)
- Replaces the original homing stim: same package Guid, do NOT enable both.
Troubleshooting - "game files are corrupted" on load
1. Another stim-homing mod is still enabled. The original homing stim and Watttt's
"P11-Stim-Homing 0.7.2" write the same P-11 data; DK05's own README says "Replace older
Homing Stim rather than enabling both". Keep only ONE enabled, then Deploy.
2. A truncated download. Re-download the zip and import it again.
3. Still failing? Attach these two files and your Arsenal / Bingus Shared Loader versions:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\BingusSharedLoader.log
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs\HD2Runtime.log
The loader writes "N loaded, M failed" and names any mod it rejected. If the game dies
BEFORE the loader runs, the log is empty - which itself means it is not a mod problem.
Credits and licence
- Original mod: DK05 - "homing stim (no announce)" on AyakaMods. The homing, reticle, input
handling and assets are DK05's work, redistributed unchanged except for three single-line
patches (single menu page, reticle style source, publishing the native hit marker).
- Please support/endorse the original. If DK05 objects to this fork it will be taken down on request.
- The notice module (mods/stimtoast/stim_heal_toast) is written by the uploader.
Transparency
- Read-only with respect to the game: the notice module only reads events and draws text through
HD2Runtime's own overlay API. The three patches to DK05's Lua are text changes, listed above.
- The package ships documentation/MERGED-FORK.md with the exact patch list and how to rebuild it.
- Debug logging is on by default for this build; it can be turned off in the options page.
Changelog
2.0.5 documentation/MERGED-FORK.md ships inside the package; description updated with
troubleshooting and the read-only clarification. No behaviour change from 2.0.4.
2.0.4 Hit notice reads the native hit marker (full-health hits are reported); ASCII-only
notice; player id hidden by default.
2.0.3 Per-option error isolation; player id toggle; diagnostics for the hit signal.
2.0.2 Fixed a dotted option id that aborted the whole module.
2.0.0 Merged build: one mod, one menu page, bilingual labels, reticle style in our page.