#Rolling Giant

1566 messages Β· Page 2 of 2 (latest)

old badge
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weird, i'm pretty sure i had several ai types with spaces

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gonna remove them as well just in case πŸ˜„

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or wait

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make sure that config is saved if you're using r2modman

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it can't save line with ai types due to bug

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i edited the file with extrenal editor

prime lily
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thats what i thought too. but i had the same issue.

sullen nest
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and i think its saved

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yeah

velvet shadow
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oh weird, spaces should be fine afaik, I'd have to double check

sullen nest
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honestly i have no idea but i think it worked

velvet shadow
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Yeah, and none of the settings mods support bitmask dropdowns yet afaik, so I'm waiting for that to not have a potato ai type field lol

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Leaning more towards LethalConfig recently

old badge
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please don't add any unnecessary dependencies :C

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some mods require lethalsettings, and i don't understand it

left robin
velvet shadow
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oh interesting, does that let you control the game with your voice?

old badge
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doors, teleport, etc

velvet shadow
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oh cool

old badge
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maybe just add bool "randomize ai" as true/false?

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usually people either use standart AI settings or every one of them

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imo

fringe sonnet
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A toggle in the config to set the AI random to true or false would help I think

misty marlin
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why is the rolling giant not killing my mates ?

prime lily
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youre using lethalescape? i think its a bug within lethalescape

misty marlin
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Nope I just configured it to be outside with a big size

prime lily
misty marlin
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No it can spawn at all time if you enable it

prime lily
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and theres still nothing you can do except run away?
i think i would disable it outside xD

misty marlin
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I changed the config so it will only move when looking at it

velvet shadow
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Oh weird, maybe the big size messed it up πŸ€”

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I'll see if I can replicate it on my end

misty marlin
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my friends told me he did them big damage actually

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I thought the mob one shot

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that's why

velvet shadow
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oh nah it does the same damage a coilhead does

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And those like two shot you (depending)

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Ok good to know

prime lily
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Are you planning on adding new ai behaviors or making the AI more configurable?
I also tried pasting all ai types in there seperated by a comma and space but it just recognized the randomlymove type (prob because it was the first entry).

velvet shadow
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Thonk Any errors in the log?

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Because I just tested on my end and it works fine

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but it just recognized the randomlymove type
can you clarify what you mean?

prime lily
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there are several ai types. "Putting multiple will randomly choose between them each time you land on a moon". this didnt work for me. i seperated them with a comma and a space behind that. is it just a comma?

velvet shadow
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Can you clarify "this didn't work for me"? Like how did it not work, and how did you check to see it not working?

velvet shadow
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I should probably also tie the rng to the level seed

prime lily
velvet shadow
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It'll auto-format it for you when the config is loaded, but yes that's fine. Can you show me the logs that start with Rolling giant spawned with ai type: when you enter a moon and your config?

timid mica
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Thanks for making this mod, our group of 9 had numerous hysterical and terrifying encounters with this Large Lad. First time the group encountered one it killed four people back to back clustered together as they freaked out.

Most memorable was an encounter on the dungeon interior when we were cornered by a coilhead and a rolling giant arrived down a spiral staircase. The giant stared at the player with me following along with them as they decided to chance it and squeeze past him to run up the steps, leaving me trapped. I was sat there sweating it and the giant turned to look at me, then slowly turned to look elsewhere and rolled on off. No idea why that happened but it was hilarious and I was able to back my way up and out with the coilhead hot on my heels.

velvet shadow
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Might have also solved the client position mini-teleports due to networking latency.

velvet shadow
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After I get an online test done I'll be pushing the All ai type (randomly select from all ai types) and smooth movement across all clients :)

near gull
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this is hands down my fav mod

mild condor
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Will it choose randomly for every one that spawns or just choose one AI type that all of them will have every time you land on a moon? Currently it seems to just choose one every time you land on a moon (based on what is said in the readme) but I would love if the multiple ones that spawn could have different AI types, maybe a separate option, if it's not already a thing

velvet shadow
mild condor
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I can see it being a bit confusing but I feel like it would add to the mystic of the enemy, like it would be hard to figure out how it works as it seems to always work differently, a player unfamiliar with the mod might not realize they're seeing two different enemies with different AI types if there are multiple in the same level

timid mica
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My vote would be per moon to keep things from getting too frenetic each outing -- if you spot the posters / a giant, you need to relay to the crew which behavior pattern it seems to be following and then everyone pivots their approach. If all of them are different then you lose out on that little bit of interesting teamwork / counterplay IMO.

mild condor
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It should definitely be a separate option and probably disabled by default, I am just trying to maximize the fear of the unknown, being unable to figure out how it works is the goal

timid mica
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secret bracken variant that peeks at you and moon-rolls back out of sight but creeps up again when not paying attention πŸ”

twilit shore
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is this mod hostonly? i always love to use hostonly mods where people get confused or scared out of nowhere of not knowing the incoming danger, similiar to ghostcodes ^^

gusty topaz
twilit shore
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lmao i should do that too

gusty topaz
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when you have around 100+ mods you don't really check the middle of the list especially if they're not* the ones testing it/ putting it together

velvet shadow
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Next update will also have an ai fix to make it actually get on the ship properly, and fixes the bestiary if scanning outside versions

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Having to work on this alongside a few jobs so updates are a bit slower, but I'll see if I can test and release it at some point this weekend 🫑

gusty topaz
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take your time. I'll just tell my friends that its behavior changes anyways so they scare themselves in the meantime

velvet shadow
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Ok I said this thinking it was Saturday (my time management is all over the place lmao)

gusty topaz
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since atm I can't get the random ai to work

prime lily
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does the weight for the rolling giant to spawn per map number among the other enemies' weights?

velvet shadow
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The giant is used in the same pools as normal enemies, so yes the weight is used like normal against other enemies in the level spawn pools.

timid mica
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I love that the little rolling giant exhibit posters spawn

prime lily
velvet shadow
fading lance
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nowhere is safe now

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WHAT HAVE YOU D O N E lmao

velvet shadow
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It can get on the roof too TT_laugh

fading lance
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no

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you cant

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please

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this thing already scares me enough when the ai just says "fuck it" and rushes me without stopping

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i need at least SOME form of escape from it lol

velvet shadow
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lol

fading lance
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honestly ive had an idea for an ai for the rolling giant, but i got no clue if it would work lmao

velvet shadow
fading lance
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what

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the

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fuck

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WHY IS IT SO BIG

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nowhere is safe, were all fucked

velvet shadow
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gg

timid mica
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I don't know if it's remotely possible, but I think it would be amazing and hilarious if rolling giants would leave you alone if you're carrying one of their exhibit posters

velvet shadow
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Oh that's interesting

timid mica
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similar to slimes reacting to boombox or something of the sort -- it came to mind with the drama mask mod letting you have masked enemies ignore players using the drama mask

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It'd be neat if you could essentially be like 'Hey hey chill I'm here for the exhibit!' as long as you park one in one of your inventory slots.

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(also funny for a room full of players where only one person has the poster as a giant rolls in)

fading lance
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that would be interesting, but idk, would it fit the whole theme of the rollinggiants?

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they dont exactly scream "ayo didnt know your chill like that" and just leaves you be

velvet shadow
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I have no idea how the forest giant is able to move around the ship so well

fading lance
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you got some advanced level ai lmao

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also that could be a cool idea for an ai

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make it so 3 guaranteed spawn, but they dont attack you

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they SURROUND you

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slowly cornering you until they kill you

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idk, just seeing all of em slowly rolling towards you in the clip made me think of that lmao

velvet shadow
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Probably won't do that, but sounds funny

fading lance
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lmao fair

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do you got any plans for new ai types in the works for these big monstrosities lol

velvet shadow
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not atm, currently testing to make sure the larger versions don't cause issues with the ship (and they currently are dead )

fading lance
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lmao

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they want in

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and god fucking dammit they will get in

velvet shadow
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Past a size I remove their ability to get on the ship

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But their attack collider still clips in

fading lance
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could make it so their attack collidor is smaller?

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or make it so the hands dont count as attack colliders, but the rest of the body does

velvet shadow
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It's just the body

fading lance
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fml "collidor" god my english is incredible

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hmm, is it extending more then it should when they are E N L A R G E D

velvet shadow
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Would be so straightforward if I could just add an avoidance area they can't enter

fading lance
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strange, wonder why its able to hit

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is the ai going under the ship? or is on the railings

velvet shadow
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Well its body is clipping in the ship

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It can partially go under it, but the main place it can clip is to the left of the terminal since the ship has that slight gap between railings

fading lance
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lmao man looks like he wants a high five

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could shrink the size ever so slightly. would that do anything, or would it still clip

velvet shadow
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The size is user-defined random between two values

prime lily
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would be nice to have some kind of spawn chance (weight) for the rolling giant outside

fading lance
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would it be possible to port the forest giants kill corrider onto the big rolling giant?

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or make the big ones a seperate entity instead. rarer then normal sized ones, but well....bigger lmao

velvet shadow
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ok the agent height is doing nothing

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ffs

fading lance
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oh jesus christ LMFAO

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that looks so fucking cursed

velvet shadow
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Oh I could just not damage the player if it is too big and it touches the player while you are in the ship

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That can work

fading lance
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worth a shot

velvet shadow
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good enough probably, I doubt most people will be playing with it this large anyway

velvet shadow
prime lily
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so theres technically a max size? when the giant is larger than a certain value its not working properly anymore?

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cause i would make the outside one taller

velvet shadow
fading lance
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adds to the charm tbh, cuz i mean forest giants and eyeless doggos clip as well

velvet shadow
velvet shadow
prime lily
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Yea nice. So thats a weight then? In the same pool as all other outside enemies?

velvet shadow
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Yep

prime lily
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nice
thats good

fallow badger
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How do i get rolling giant to work with control company?

velvet shadow
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What is that?

gusty topaz
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I imagine it doesn't let you take control of the giant since it never accounted for it

dark pendant
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iirc you can take control of the giant if you press 0 to see all the experimental monsters, it also shows modded monsters, but idk how well they'd work

velvet shadow
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Doesn't seem to have an api for custom mods, and really no notes on supporting it, so I probably can't do much with it yet

fallow badger
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Ah ok

velvet shadow
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Almost done, but the list so far

prime lily
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If the rolling giant can be inside and outside does that mean he is in the pool of outside and inside enemies? So it affects the spawn weights of other inside enemies as well as outside ones by being added to their pool.

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If it says max 3 on the map does that mean 3 inside and 3 outside or 3 in general?

velvet shadow
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Separate pools yes, and the max is for inside/outside/daytime for the giant itself.

prime lily
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So the max affects his presence on the map in general apart from if he in inside or outside?

velvet shadow
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No, it's for each individually

velvet shadow
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2.4.0

  • Fixed the Rolling Giant's bestiary entry breaking when scanning the outside versions of it
  • Fixed the Rolling Giant not being able to get on the ship
  • Fixed the latency teleportation of the Rolling Giant on clients; now moves smoothly across all clients
  • Fixed ai path issues if the player jumped or got onto a high place. Now the Rolling Giant paths to the closest point to the player if they are inaccessable
  • Fixed the Rolling Giant damaging the player when clipping into the ship and the player is in the ship. Now it won't damage the player in this case
  • Fixed ai type syncing between clients
  • Fixed various ai types by syncing shared variables between clients
  • Fixed LookingTooLongKeepsAgro where the Rolling Giant wouldn't move while the timer is partially completed
  • Fixed LookingTooLongKeepsAgro where the time would restart when it switched players, or lost the player
  • Fixed OnceSeenAgroAfterTimer where the time would restart when it switched players, or lost the player
  • Fixed ai type timers resetting when the player jumped or went out of range
  • Fixed the Rolling Giant's audio stuttering if it makes quick small movements to reach a location
  • Improved the wandering speed so it will speed up to their max speed like their chasing state
  • Rolling Giants past 1.2 size can no longer get onto the ship
  • Rolling Giant scale now slightly affects their rolling audio pitch
stoic zenith
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ur so cool for all of this specifically the 2nd to last tytyty

orchid frigate
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At spawn of the giant my frame drops like crazy and game gets extremely laggy.

velvet shadow
orchid frigate
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clip number 1, my fps is perfectly fine then rolling giant spawns in and oh suddenly its shit

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clip 2, fps randomly goes low again, i suspect its the rolling giant spawning in again and i spectate monsters, and sure as winter there it is

velvet shadow
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What mods are you using then? As I can't replicate it

orchid frigate
gusty topaz
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bit hard to read all that

velvet shadow
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Looking into it. Also found an ownership and random collider bug that somehow never came up during testing dead

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@orchid frigate by chance can you send your game's log when that happens? I think it is spamming a NetworkVariable error, but I would like to make sure

orchid frigate
velvet shadow
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No worries! Yeah whenever you want to throw that over, it will be helpful. If it is this error I found on my end, then I might end up pushing a patch in a few hours. But would be good to see it in case it isn't this error 🫑

orchid frigate
velvet shadow
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Ok I think I fixed the issue, will test more to verify

velvet shadow
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I fixed it inside, but I can't figure out why outside is so messed up now

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2.4.1

  • Fixed an ownership issue that caused the Rolling Giant to spam errors
  • Fixed an ownership issue that caused the Rolling Giant to not untarget from someone
  • Fixed an ownership issue that caused the Rolling Giant to target people outside of the factory
  • Removed capsule collider and added a box collider as it was causing issues with the Rolling Giant's attack
  • Rolling Giants outside still don't work properly, but is getting worked on 🫑

2.4.2

  • Clients properly get targetted during the roaming phase
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Inside ones should be fixed now, but outside ones still aren't fully there yet for reasons I don't understand

velvet shadow
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ok that time it worked outside Thonk

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I will see if I can fix the outside version in multiplayer, but I might not be able to before my next work sprint. If someone else wants to take a crack at it let me know, wouldn't hurt to have another pair of eyes on it considering I'm still quite new to networking.

velvet shadow
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Oh? I think I got a lead on what is happening

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It seems like the moveTowardsDestination is randomly disabling

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It works outside yay Just need to fix its speed being very low for some reason

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If it instantly agros outside... is that terrible lmao

stoic zenith
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not rlly i think thats cool

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but not everyone might feel that way so is there a way u could like make it trigger after los like a giant

velvet shadow
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True

pseudo rapids
velvet shadow
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@orchid frigate thank you for bringing up that error earlier though πŸ™ I think I just fixed it all

velvet shadow
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2.4.3

  • Fixes outside ai!
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Now I can chill for the next four hours for my birthday yay

mild condor
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Happy birthday! πŸŽ‰

left robin
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happy birthday!!

prime lily
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the spawnoutside weight as pie chart belongs to the chart (pool) of outside enemies?

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also: the size 1.2 and above can't get on the ship right?

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Is it the case that the rolling giant doesn't wait at the ship all the time? it shouldn't be campin all the time i think. i had one kinda sticking to the ship at the same spot all the time

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im wondering because the "SpawnInOutsideChance" works with "SpawnIn" according to the config. So does that mean the chance that it spawns inside first has to happen before the chance for it to spawn outside can happen? or are those actually seperate pools?

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Because if SpawnInOutsideChance means that this value applies to all moons it would mean on every moon it has this one value as a chance. So it can spawn outside on every moon but not inside on every moon. Inside is customizable weight chances but outside isn't?

velvet shadow
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Thanks!

prime lily
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is that correct?:
Vow:17,March:22,Rend:35,Dine:31,Offense:20,Titan:42,Experimentation:0,Assurance:10
or do you have to put a "level" in front of every moon's name?

velvet shadow
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That's fine

kindred garnet
velvet shadow
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"he is not a friend" LUL

velvet shadow
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The game's spawn weights are separate weights for inside/outside/outside-daytime (going to call these regions) and they are separate pools. They don't affect each other via weight, and each region has its own max power amount. Each enemy spawned increases that power amount until it can't spawn anymore.

For the config I bundle the outside/outside-daytime into one value because it was just easier to deal with, but it uses that value between those two regions separately. SpawnInOutsideChance works with SpawnIn because it simply grabs the moons listed in there and assigns the outside chance for outside/daytime. And the SpawnInAnyOutsideChance will do the same thing with SpawnInAny enabled, and instead go for all moons.

prime lily
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So I could see the rolling giant as part of this?:
is that the right thought process?

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i set custom values ​​for vanilla monsters in lethalutilitites

blazing vale
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Allegedly yes

velvet shadow
velvet shadow
edgy belfry
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hey uh

velvet shadow
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huh

edgy belfry
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is this ur friend that created the model

velvet shadow
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Nah my friend threw a model at me to play with, thought they grabbed it from some free site somewhere πŸ€”

edgy belfry
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oh no

velvet shadow
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Ah I think I found where he got it from

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Yeah their name matches, I'll add a credit for them.

edgy belfry
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nice :D

velvet shadow
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omg you have to push a new version to update the readme :/

edgy belfry
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oof

velvet shadow
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@edgy belfry alright I updated the readme yay

edgy belfry
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thank you! πŸ™

sullen nest
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i loved this

pseudo rapids
lilac tinsel
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Are you supposed to look at the rolling giant or not look at it

velvet shadow
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Depends on the ai type :)

lilac tinsel
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I have it on the default ai type but for some reason it still moves, even when I’m not looking at it

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Unless I’m confused about the default and how I’m supposed to deal with it

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Actually nvm figuring it out is half the fun I suppose

clear trench
velvet shadow
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Not currently, no

patent kiln
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Can you just type β€˜all’ in the ai type?

velvet shadow
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Yes

clear trench
velvet shadow
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Not really sure, as afaik none of the creatures, besides daytime ones, despawn. And the daytime outside version of the giant already becomes non-hostile when night-time comes.

prime lily
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Does the "spawnin" option per moon mean it's spawn weight has influence on the inside just like on the outside if outside is true? if i set it to 10 on experimentation does that mean it can spawn inside with a weight of 10 just like on the outside with a weight of 10?

velvet shadow
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Yes

clear trench
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also does it spawn from vents?

velvet shadow
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Yes and yes (since it is just put into the same pools that enemies are put into) πŸ‘

clear trench
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can we kill rolling giants

velvet shadow
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No

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You can stun them though

clear trench
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?

velvet shadow
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I think so. I know the flash bang does it, don't remember if the zap counts as a stun too

clear trench
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also

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does the spawninany chance

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override the spawnin chance

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for the weights

velvet shadow
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Yes

clear trench
shell island
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would it be possible to disable outside at day?

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also, what happens if you said aitype to all?

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also also, does this work on modded moons?

velvet shadow
clever coyote
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Does only host need to change config? (Does it sync)?

velvet shadow
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Host controls the config yeah, it syncs

clever coyote
timid mica
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Advanced Company has config options to specify Daytime / Outside / Inside enemies + on a per moon basis, so you might be able to get some deets on how to specify that for ole' Rollin' Tomassi here. Not sure how the game differentiates between Daytime and Outside, I would guess Outside is really nighttime outside.

shell island
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yeah outside is nighttime

cold arch
velvet shadow
cold arch
patent kiln
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ive noticed when the rolling giant kills someone, its unable to kill another person

cerulean hare
patent kiln
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inside

velvet shadow
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(been super busy making the LC project patcher tool so just now saw your message)

patent kiln
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This is my profile

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018d57eb-9891-e13b-94ba-78fe4121ea47

clever coyote
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Awesome mod!

velvet shadow
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Should be pushing an update today if testing goes fine with an option to change the ai type every X amount of hours, and a slight touchup to the MoveWhenLooking ai type.

wraith sigil
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Perhaps I'm just unlucky (or lucky lol), but, is there a missing dependency for Rolling Giant? I have had the mod installed for over a week and have yet to see a single one. No other monster mods installed or any kind of monster behavior change except Yippee (gotta have Yippee xD). Thanks for any input.

velvet shadow
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Doesn't have any deps. By default it shows up on most of the maps (not experimentation I think) with medium weights, so not sure why you haven't seen one πŸ€” Can you check the log and make sure it is being loaded? And what does your config look like

clear trench
velvet shadow
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Yeah that bypasses the list

velvet shadow
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InverseCoilhead will have a nice improvement

velvet shadow
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2.5.0

  • Added AiTypeChangeOnHourInterval to the config so the ai type can change every X amount of hours
  • The InverseCoilhead ai type will now move towards a player if it can't see any of them, until it gets back into line of sight
ornate elm
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Is It killable?

velvet shadow
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No, but it is stunnable

exotic jacinth
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it feels like no matter how much i tweak his config several rolling giants spawn

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i just went on a map after putting his limit to 1 and his spawn rate to low and 3 come out of a vent

velvet shadow
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πŸ€”

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I just set the max value on the enemy type and the game does whatever it does with it. I'll see if it happens on my end. Using any other mods?

exotic jacinth
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yeah but none that would impact global spawn rates or anything like that

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the only other enemies i've added is shy guy and the immortal snail

velvet shadow
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LUL Nice

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I'll take a look either after I eat or tomorrow (it's late). Maybe the field on them doesn't do what I thought it did.

exotic jacinth
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it seems to spawn only 3 per level, so i can presume your config might work but i think it doesnt actually change the values if a player changes it

velvet shadow
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weird

exotic jacinth
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something i do notice about the config generation is a second file coming with it ending with .bak, i dont have that for any other mods

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whats the .bak supposed to do?

velvet shadow
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It's a backup

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Since when I update the config file it removes dead fields and remakes it with the new ones (and keeps the old info)

clear trench
velvet shadow
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uhhhh not easily. Easily as in on the user-side, not the code side. Would need the curves to be in the config but those are a pain to modify in text format. Also would have to somehow convert the curves they have now into text format dead

shell island
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Idea for an AiType, Spooky (i can't think of a better name)
Wanders normally until it spots a player. After spotting a player, it sits in place for 30-60 seconds. Afterwards, it gains omniscience. After encountering a player again, it will act like a coilhead for 30-60 seconds. Afterwards again, it will simply chase the player.

velvet shadow
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@exotic jacinth I just tested with an insanely high spawn weight and 1 max, and it worked fine for me πŸ€” So not really sure what the issue is on your end. I guess show your mod list and your config.

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Not sure about that ai type tbh. Seems interesting but might be a bit too specific (if that even makes sense). Like there is one that does the first half (the waiting for some time before chasing). So probably wouldn't fit? Unsure

shell island
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ah, alright

mortal bay
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I'm not sure if this is intentional, but the "OnceSeenAgroAfterTimer" instantly kicks the Rolling Giant into full agro when it uses the hourly change config. Is the timer always a part of the giant's AI even when it's not set to this AI, or is this a bug?

velvet shadow
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huh I guess I need an ai reset function. The modes share their timers, so I never really thought about it lmao. Good find

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Ok I have a reset function now πŸ‘ Will do a bit more testing but it is working

shell island
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you should mayhaps rename the giant poster to Mysterious Poster
the "A poster?" name only shows up when you scan it, the drop prompt and bringing it into the ship show the actual name, being giant poster.

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also, the giant seems to wander extremely slow, atleast when outside

velvet shadow
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I noticed that when testing the timer thing above. Seems fixed as well

shell island
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if ai type is set to change on hour interval, can it select the same ai type twice in a row?

velvet shadow
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No

velvet shadow
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2.5.1

  • Fixed timers that didn't reset when ai types changed hourly
  • Fixed some ai types slowing down dramatically due to timers not resetting
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Thanks πŸ‘

shell island
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even with spawn anywhere off, rolling giant spawns on custom moons

shell island
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i noticed the rolling giant is missing a scan entry, could i write one for it?

velvet shadow
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huh it has one πŸ€”

shell island
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oh

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i can't scan it

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maybe if it's too big (size 6 for me) or outside then it can't be scanned?

velvet shadow
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Oh yeah probably, I don't think the size of the node changes(?) or it's farther than the scan range or something

shell island
#

managed to scan it, though i would change this a bit.
||change Rolling Giant's Danger Level to just Danger Level, make the wireframe model not spin if you can, and maybe repeat the "See them again. Learn their stories." line a few times at the end of the log for some spookiness.||

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also, what's the largest it can be inside before it clips into the ceiling?

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on facility atleast

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also if it loses sight of you with the "onceseenagroaftertimer" ai type, then it just seems to wander away

haughty glen
#

Is it possible to make the rolling giant open doors?

exotic jacinth
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it already does

velvet shadow
exotic jacinth
#

hey are we able to disable any of his ai types?

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i like them shuffling through all

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but his constant chase mode is irritating when youre heavy

velvet shadow
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List them in sequence to not have the one you want, instead of All

exotic jacinth
#

gotcha :)

haughty glen
exotic jacinth
#

if its on custom interiors it may have a small bit of trouble

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but it still should work

inland robin
#

MoveWhenLooking is not saving when I launch the game

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Nvm, I got it working

loud zenith
inland robin
loud zenith
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hot

hollow lance
#

how do I make this work?

glossy panther
#

its way more simple, and you can edit configs while ingame

hollow lance
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I don't like the idea of configs in game

glossy panther
#

well you gotta deal w it then

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Β―_(ツ)_/Β―

shell island
hollow lance
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I just need to know what the correct typing format

hollow lance
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selecting all 5

shell island
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there's a space between each ai type

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after the comma

hollow lance
#

ah thanks

patent kiln
#

@velvet shadow i just wanted to confirm for a second time. i can put in the config "all" and it will use all of the ai types

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all or All

velvet shadow
#

lowercase or normal, both work for me. So either is fine

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When loaded, BepInEx seems to auto-convert it to All for you

hushed marlin
#

so down to the most simple compodents of this mod, its a reverse coil head? basted on the one of the videos i watched

loud zenith
#

I like it being reverse the best i think, tho it has other ai settings

runic trout
#

i usually use OnceSeenAgroAfterTimer and LookingToLongKeepsAgro (i think that was the name)

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since it can just stay still before chasing you forever

haughty glen
runic trout
#

it's better when you pair it something else tbh

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like, if its nearby a coilhead you get kinda fucked

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an offense spawn would def get you in a rough spot

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also you can modify a lot about the rolling giant; speed and acceleration are some very interesting stats you can tweak to make certain ai types more dangerous

haughty glen
velvet shadow
echo torrent
#

Looking to (try to) begin work on my own enemy mod and wanting to use yours as kind of a baseline to understand how some of Lethal Company's code functions; is the Rolling Giant model not included in the github? If not, how would I add a placeholder model of my own?

velvet shadow
echo torrent
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Totally fair, thanks! That helps me out a ton.

velvet shadow
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2.5.2

  • Fixed LLL spawning
  • Fixed daytime variant's shader being missing (somehow)
  • Fixed daytime variant, when disabled, not disabling audio
velvet shadow
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Yeah, it's not enabled in the config by default.

shell island
velvet shadow
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It turns off at night and looks different (when turned off)

shell island
runic trout
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check for yourself toiled

shell island
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im lazy coiled

runic trout
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if i play tomorrow and it happens i'll show you

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im also lazy rn yoiled

runic trout
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played it today, this is what he looked like

runic trout
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i didn't see him at night :P

runic trout
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ok so i played yesterday

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looks very cool, i like how as it turns off it turns grey and carries over its momentum so it just slowly stops moving

clear trench
#

it would be nice to make it killable in the config

velvet shadow
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He is so lovable, why would you want to kill him stim_sad

runic trout
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fr!!

cunning granite
#

kook

granite fern
#

Hello! Im making a mod that is going to have a custom ragdoll but I'm having trouble implementing it. I've heard that this mod successfully got it working. If its true (and if you have the time), could you explain what you did to get it to work?

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Currently Im trying to serialize a mesh and material to my enemy's AI script and replacing a killed player's deadBody mesh/material with it, but the serialized material and mesh end up being null for some reason

granite fern
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Ty!

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good approach :) my dead bodies are going to be statues of players with various poses so the list approach will help a lot with indexing and choosing one randomly :)

velvet shadow
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Nice! Glad to help 🫑

runic trout
granite fern
velvet shadow
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Not sure what you are asking

granite fern
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oh nvm, you add the behaviour component in plugin and its not a dead player body object

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bad wording, I was basically asking if the game object had any scripts tied to it or if it was just a model

velvet shadow
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The dead body itself is just a copy of the spring one, and I modify the head in unity.

granite fern
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ah. Did it have any components I would to get it to function as a dead body?

velvet shadow
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The default ragdolls already has what it needs. I just duplicated one of the existing ones for my own. I didn't do anything else.

wraith sigil
velvet shadow
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Oh right I never updated the changed name in the readme lol. I forgot about that LUL

patent kiln
#

anybody else having issues with the rolling giant only able to damage the host

velvet shadow
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I haven't noticed that myself

patent kiln
#

Interesting

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Maybe I have some conflict

runic trout
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it turning grey is even cooler now πŸ–€

wraith sigil
#

I know this might sound like a dumb question, but: Is the new AI behavior type called "InverseCoilhead" or does "Coilhead" use this behavior for the config? I like the idea of it moving until it gets sight on someone and then stops again. Potential for cornering people and making them uneasy. (like The Oldest View Giant) (gonna need to test and set some custom settings on stop/start/momentum I'm sure)
As it's just a footnote in the version notes and not in the AI notes, I just wanna be sure I'm entering a valid AI type in the config and if the 2 are indeed separate options. Thanks.

blazing vale
silver brook
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for lll purposes whats hsi name in config Rolling Giant, or Rollinggiant

velvet shadow
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RollingGiant

silver brook
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thanks

undone remnant
#

is the rolling giant supposed to have no animations?

sullen nest
wispy salmon
#

I saw using this I my entire crew was scared shitless

stark radish
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Guys, what size, speed and AI setting are you using to make it as similar to the original source as possible? I found it to ve to small, fast and nimble when i installed it, currently going with twice as big, half as slow, random AI

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I wish there were a way to make him unable to climb stairs

velvet shadow
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Something similar is the random movement when looking type, longer acceleration time (takes longer to speed up/slow down), and slightly bigger. So you seem to be pretty close already πŸ‘

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Yeah stairs are just normal floors so afaik they aren't unique to block movement onto them

stark radish
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Acceleration sounds like the best way to give it that creepy charm, yeah, would 10 seconds be too long?

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Btw thanks for bringing it to LC, your work is very appreciated

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(We are back!)

velvet shadow
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Might make it slower with the random movement duration (like if one is lower than the other) but probably would need some tinkering (if you use the dev menu mod you can hot reload the config as host to play around with it in the dev interior).

stark radish
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Gonna try it with longer times between actions to see if i can make it corner my players rather than chase them, thanks for the imput

stark radish
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is this format correct?

velvet shadow
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Ye if the name is 1:1 that looks correct (I've never used the thunderstore gui for configs so dunno if it's different there)

stark radish
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should be 1:1

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you cant have both at the same time, only one picked randomly when we enter the moon, right?

velvet shadow
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Ye

undone remnant
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i thnk u need spaces after ,

rocky matrix
stark radish
# rocky matrix Did this work?

Its Agro, not Aggro, and needs a space after the comma
On another note, Coildhead and Looking too long procs aggro works great together if you set AI type change to 1, very fun indeed

analog jewel
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Hope this hasn't been asked before, does All work as a valid config value for spawn locations? Example All:100

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Running a bunch of mods at once so trolling through logs can take a bit

velvet shadow
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Nah, there isn't an All for moons in that slot. That would be done with the SpawnInAny and SpawnInAnyChance

analog jewel
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Oh cool, gotcha

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Thanks!

naive zinc
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Does this work with v50?

velvet shadow
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Not sure! I don't really play beta versions of games so I haven't tried 50 yet

bronze flicker
#

Honestly, this is the best monster better than any vanilla even in beta. If everyone had these standards. Wew. I feel like this mod is underappreciated even with 1.5 million downloads.

clear trench
naive zinc
tired aurora
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I can't for the life of me figure out what I need to put into lethallevelloader to get the rolling giant to spawn correctly. Can anyone help me with that?

tired aurora
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^This doesn't seem to be working for me with LLL

cerulean hare
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Can confirm RollingGiant is not working for v50. Well atleast for me.

analog jewel
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ah jeez rick

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115 mods loaded, gonna be real fun figuring out which ones are incompatible with v50

velvet shadow
#

2.6.0

  • Upgraded to v50
  • Fixed names of ai types in README.md

Known issues:

  • The Rolling Giant can't get on the ship
  • The Rolling Giant stutters when getting on top of something
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I'll look into the new line of sight functions as they seem to have messed with the above, when I get a chance to.

prime lily
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whats the difference between rolling giant outside and rolling giant outside daytime again? the rolling giant outside spawns only when its dark outside?

velvet shadow
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daytime version turns into a statue when night time arrives

prime lily
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okay i have another question. i wanna manage the spawn weight of the rollinggiant via lethalquantities. can i just set the spawn weight for it in the config to 0 or leave spawn settings blank so that this mod doesnt alter the spawn weight?

zenith steppe
velvet shadow
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@mighty heart are you able to pin things perceive

mighty heart
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nop

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i can only bonk your mod

zenith steppe
mighty heart
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no

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p

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at least i cant

velvet shadow
zenith steppe
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yeah i think only OP can

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or a mod

surreal kestrel
#

I choose the "InverseCoilhead" behavior, it moves even when I'm not looking at it. Which configs do I need to change?

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The problem is that he moves even if you don't look at him, he only accelerates when you make eye contact with him.

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Probably this is not possible.

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I will be grateful for your help.

velvet shadow
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It will start chasing if it can't see anyone (otherwise it was too easy) until it regains line of sight, or if it is being looked at.

elfin vector
#

Does the size scale option actually change hitbox of the rolling giant, or only his model? If i put it to something like 0.5 - will it be easier to dodge him? (with InverseCoilhead AI for example)

velvet shadow
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iirc it does affect the hitbox as well as the visual

south maple
#

I know many enemies were broken on the new update, but has anybody tested this?

somber pecan
runic trout
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something I noticed was that it spawns aaaall the time unless you set the value to 1 or 2

prime lily
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whats the id for the rolling giant when i wanna put a value for it in the LLL config?

velvet shadow
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The enemy name is RollingGiant but not sure what LLL needs πŸ‘

dire orbit
#

Probably just that

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it is the "code name" for The Rolling Giant correct?

clear trench
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does mod still work

somber pecan
clear trench
gloomy kestrel
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v73 might have broken this mod

prisma marsh
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you don't say

gloomy kestrel
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@blazing wind Can you make a updated fork pls. Pinging you because you forked lethal elements already.

blazing wind
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I be cookin some other stuff but uhhh

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I thought someone already picked up Rolling Giant

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Might be thinking of a different enemy though

gloomy kestrel
prisma marsh
#

stare (/j)

gloomy kestrel
prisma marsh
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I dunno

runic trout
blazing wind
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I know not

earnest shoal
#

howdy. I'm the guy who put up the rolling giant fork for v73.

figured I should poke my head up somewhere.

runic trout
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you're THE goat bro, tysm

humble dune
#

Does anyone have the rolling sounds?

buoyant canyon
#

Does the original rolling giant mod also needs to be installed?

mystic finch
#

maybe tweak spawn weights

buoyant canyon
mystic finch
keen dirge
earnest shoal
#

i'll take a look in the next week or two - I haven't bothered trying to update my modpack to the new game version yet

dire orbit
#

Jared Leto

#

omg wait

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can you put that in it’s Scan subtext?

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That would be hilarious

earnest shoal
#

wat

humble dune