This mod adds the combo laser feature (like PEQ-15) to the game.
Only works on weapons with a laser attachment
You can choose between two versions, one without networking and the other with networking features.
1. Networking Version
-> This version has network synchronization, so all players should have this mod. Laser status and flash light status are network synchronized to all players
-> In the police station, this mod will only work for host player. this mod will work for all players after the match has started
-> This mod will start working after the black screen disappears from everyone's screens. These constraints exist to ensure accurate network synchronization.
"\AppData\Local\ReadyOrNot\Saved\Config\WindowsNoEditor\Engine.ini" and paste these values at the bottom of the list
(Read the Engine.ini explanation carefully. Especially for the Y key, if you are using Y as the game's "Ready" key, my mod will conflict with the game's "Ready" key. So be sure to change the key bindings for my mod in engine.ini)
* You can easily go the path of AppData folder by typing %appdata% in the address bar of File Explorer.
List of Unreal Engine Key
2. Non-Networking Version
-> This version does not have networking synchronization, but this mod works even if the host does not have this mod
"\AppData\Local\ReadyOrNot\Saved\Config\WindowsNoEditor\Engine.ini" and paste these values at the bottom of the list
(Read the Engine.ini explanation carefully. Especially for the Y key, if you are using Y as the game's "Ready" key, my mod will conflict with the game's "Ready" key. So be sure to change the key bindings for my mod in engine.ini)
* You can easily go the path of AppData folder by typing %appdata% in the address bar of File Explorer.
List of Unreal Engine Key
Only works on weapons with a laser attachment
You can choose between two versions, one without networking and the other with networking features.
1. Networking Version
-> This version has network synchronization, so all players should have this mod. Laser status and flash light status are network synchronized to all players
-> In the police station, this mod will only work for host player. this mod will work for all players after the match has started
-> This mod will start working after the black screen disappears from everyone's screens. These constraints exist to ensure accurate network synchronization.
"\AppData\Local\ReadyOrNot\Saved\Config\WindowsNoEditor\Engine.ini" and paste these values at the bottom of the list
(Read the Engine.ini explanation carefully. Especially for the Y key, if you are using Y as the game's "Ready" key, my mod will conflict with the game's "Ready" key. So be sure to change the key bindings for my mod in engine.ini)
* You can easily go the path of AppData folder by typing %appdata% in the address bar of File Explorer.
;Engine.ini
[/Game/Blueprints/Widgets/HUD/BP_SelectLaser_KeepMesh_Replicate.BP_SelectLaser_KeepMesh_Replicate_C]
;Change the key used to toggle flash light (default = H key)
;https://unrealcommunity.wiki/list-of-key/gamepad-input-names-j9c5mqou
IlluminatorKey=H
;Change the key used to toggle laser visibility about NVG (default = Y key)
LaserNVGVisibilityKey=Y
;Change the key used to toggle laser beam line (default = U key)
LaserBeamKey=U
;Change the key used to change the brightness of the flash light (default = J key)
BrightnessKey=J
;How far should light source's location be from the laser sight (cm)?
LightSourceStartVectorMultiplier=12.0
;How many times is the flashlight's low brightness level its default brightness?
LowBrightnessMultiplier=0.33
;How many times is the flashlight's high brightness level its default brightness?
HighBrightnessMultiplier=3.0
;What number flashlight attachment is that flashlight attachment to be used as the light source?
;(LightAttachmentIndex < 0) -> not selected / 0 -> first attachment / 1 -> second attachment / x -> x+1 th attachment
LightAttachmentIndexForPrimary=0
LightAttachmentIndexForSecondary=0
;Should the location of the light source be the original attach location of the flashlight attachment?
ShouldAdjustLocationOfLightSource?=False
List of Unreal Engine Key
2. Non-Networking Version
-> This version does not have networking synchronization, but this mod works even if the host does not have this mod
"\AppData\Local\ReadyOrNot\Saved\Config\WindowsNoEditor\Engine.ini" and paste these values at the bottom of the list
(Read the Engine.ini explanation carefully. Especially for the Y key, if you are using Y as the game's "Ready" key, my mod will conflict with the game's "Ready" key. So be sure to change the key bindings for my mod in engine.ini)
* You can easily go the path of AppData folder by typing %appdata% in the address bar of File Explorer.
;Engine.ini
[/Game/Blueprints/Widgets/HUD/BP_SelectLaser_KeepMesh.BP_SelectLaser_KeepMesh_C]
;Change the key used to toggle flash light (default = H key)
;https://unrealcommunity.wiki/list-of-key/gamepad-input-names-j9c5mqou
IlluminatorKey=H
;Change the key used to toggle laser visibility about NVG (default = Y key)
LaserNVGVisibilityKey=Y
;Change the key used to toggle laser beam line (default = U key)
LaserBeamKey=U
;Change the key used to change the brightness of the flash light (default = J key)
BrightnessKey=J
;How far should light source's location be from the laser sight (cm)?
LightSourceStartVectorMultiplier=12.0
;How many times is the flashlight's low brightness level its default brightness?
LowBrightnessMultiplier=0.33
;How many times is the flashlight's high brightness level its default brightness?
HighBrightnessMultiplier=3.0
;What number flashlight attachment is that flashlight attachment to be used as the light source?
;(LightAttachmentIndex < 0) -> not selected / 0 -> first attachment / 1 -> second attachment / x -> x+1 th attachment
LightAttachmentIndexForPrimary=0
LightAttachmentIndexForSecondary=0
;Should the location of the light source be the original attach location of the flashlight attachment?
ShouldAdjustLocationOfLightSource?=False
List of Unreal Engine Key