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Tracers have been updated to ones that do not reflect up into the sky sometimes.
I'll get to other weapons when/if I get to them. Unlike BL1, BL2 has every weapon type as a separate animation and texture set.
If you half Half-Life: Source mounted and spawn an Alien Grunt or use the hivehand, they spawn the weapon from this mod instead of the bullet
Headcrabs are immune to acid damage. Don't use corrosive against them.
SMG Iron positions have been adjusted.
I suck at lua, so someone else would have to add/help add custom DOT effects.
Yes, I see SEF exists, no I don't know how to make it work.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3376215940
The Revolver viewmodel is a bit small. I would personally make it a bit bigger.
The corrosive effect can't kill headcrabs for some reason.
I wonder if you'll ever convert someday to using fully custom DOT effects? Borderlands's elemental damage system means that not every shot will cause an elemental effect, and elemental effects applied to an entity will increase in severity if more shots of that element proc (generate an element on hit) and stack on top of each other. I don't think HL2's base damage types can cover that because HL2 wasn't developed to support guns as wild as Borderlands games can get.
and do you plan on building the other weapons from borderlands? if so, lets start with sniper rifles, or shotguns, so you can trial and error smgs and ARs later
With my current knowledge, all I could do is have one weapon for every single manufacturer material (3 per manufacturer) and make four different attachments for every single one.