#Rolling Giant
1566 messages Β· Page 2 of 2 (latest)
gonna remove them as well just in case π
or wait
make sure that config is saved if you're using r2modman
it can't save line with ai types due to bug
i edited the file with extrenal editor
thats what i thought too. but i had the same issue.
im using thunderstore
and i think its saved
yeah
oh weird, spaces should be fine afaik, I'd have to double check
honestly i have no idea but i think it worked
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
Leaning more towards LethalConfig recently
please don't add any unnecessary dependencies :C
some mods require lethalsettings, and i don't understand it
thanks, just asking because I wanted to use this mod with Ship Voice Commands
oh interesting, does that let you control the game with your voice?
only ship
doors, teleport, etc
If I do add it, it would be a soft dependency so you wouldn't need the mod. A previous update attempted that and failed, but I know how to do it properly now 
oh cool
maybe just add bool "randomize ai" as true/false?
usually people either use standart AI settings or every one of them
imo
A toggle in the config to set the AI random to true or false would help I think
youre using lethalescape? i think its a bug within lethalescape
Nope I just configured it to be outside with a big size
thats an option to enable in the config now?
when does it spawn outside? only on certain moons?
No it can spawn at all time if you enable it
and theres still nothing you can do except run away?
i think i would disable it outside xD
I changed the config so it will only move when looking at it
Oh weird, maybe the big size messed it up π€
I'll see if I can replicate it on my end
my friends told me he did them big damage actually
I thought the mob one shot
that's why
oh nah it does the same damage a coilhead does
And those like two shot you (depending)
Ok good to know
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).
Any errors in the log?
Because I just tested on my end and it works fine
but it just recognized the randomlymove type
can you clarify what you mean?
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?
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?
I'll be adding this instead π So you can either define 1, a few, or just All
I should probably also tie the rng to the level seed
is it correct that i seperated them by a comma with a space right after?
when i tested it two times it was always only the randomlymove ai type and nothing else
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?
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.
cant rn
but this is pretty good
Might have also solved the client position mini-teleports due to networking latency.
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 :)
this is hands down my fav mod
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
atm it chooses per moon. I was considering doing per enemy but it might make gameplay a bit too confusing? Unsure, I'll consider adding an option for it
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
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.
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
secret bracken variant that peeks at you and moon-rolls back out of sight but creeps up again when not paying attention π
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 ^^
I believe everyone needs this mod since the mod adds in new assets. I'm keeping it secret for now by having a ton of mods in r2modman and just dragging rolling giant somewhere into the middle of it all when I give my friends a new code each time we play
lmao i should do that too
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
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
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 π«‘
take your time. I'll just tell my friends that its behavior changes anyways so they scare themselves in the meantime
Ok I said this thinking it was Saturday (my time management is all over the place lmao)

since atm I can't get the random ai to work
o-oh
does the weight for the rolling giant to spawn per map number among the other enemies' weights?
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.
I love that the little rolling giant exhibit posters spawn
@velvet shadow can you also answer this question?:
https://discord.com/channels/1168655651455639582/1197172373909147648
still needs more testing, but now the giant also won't go into spazz roaming mode the instant you jump/get up high
It can get on the roof too 
no
you cant
please
this thing already scares me enough when the ai just says "fuck it" and rushes me without stopping
i need at least SOME form of escape from it lol
lol
honestly ive had an idea for an ai for the rolling giant, but i got no clue if it would work lmao

gg
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
Oh that's interesting
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
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.
(also funny for a room full of players where only one person has the poster as a giant rolls in)
that would be interesting, but idk, would it fit the whole theme of the rollinggiants?
they dont exactly scream "ayo didnt know your chill like that" and just leaves you be
you got some advanced level ai lmao
also that could be a cool idea for an ai
make it so 3 guaranteed spawn, but they dont attack you
they SURROUND you
slowly cornering you until they kill you
idk, just seeing all of em slowly rolling towards you in the clip made me think of that lmao
Probably won't do that, but sounds funny
lmao fair
do you got any plans for new ai types in the works for these big monstrosities lol
not atm, currently testing to make sure the larger versions don't cause issues with the ship (and they currently are
)
Past a size I remove their ability to get on the ship
But their attack collider still clips in
could make it so their attack collidor is smaller?
or make it so the hands dont count as attack colliders, but the rest of the body does
It's just the body
fml "collidor" god my english is incredible
hmm, is it extending more then it should when they are E N L A R G E D
nah
Would be so straightforward if I could just add an avoidance area they can't enter
strange, wonder why its able to hit
is the ai going under the ship? or is on the railings
Well its body is clipping in the ship
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
lmao man looks like he wants a high five
could shrink the size ever so slightly. would that do anything, or would it still clip
The size is user-defined random between two values
would be nice to have some kind of spawn chance (weight) for the rolling giant outside
damn, so there really is a very limited amount of options available for the big ones due to the clipping
would it be possible to port the forest giants kill corrider onto the big rolling giant?
or make the big ones a seperate entity instead. rarer then normal sized ones, but well....bigger lmao
Oh I could just not damage the player if it is too big and it touches the player while you are in the ship
That can work
worth a shot
good enough probably, I doubt most people will be playing with it this large anyway
true... I could also make size options for inside and outside
so theres technically a max size? when the giant is larger than a certain value its not working properly anymore?
cause i would make the outside one taller
good enough? its perfect lmao
No it works fine, it's just when you are in the ship with it large and it has been restricted from getting on the ship, so it clips in in some spots
adds to the charm tbh, cuz i mean forest giants and eyeless doggos clip as well
@prime lily how's this?
Yea nice. So thats a weight then? In the same pool as all other outside enemies?
Yep
nice
thats good
How do i get rolling giant to work with control company?
What is that?
Mod that lets you control monsters when you die to mess with friends
I imagine it doesn't let you take control of the giant since it never accounted for it
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
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
Ah ok
Almost done, but the list so far
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.
If it says max 3 on the map does that mean 3 inside and 3 outside or 3 in general?
Separate pools yes, and the max is for inside/outside/daytime for the giant itself.
So the max affects his presence on the map in general apart from if he in inside or outside?
No, it's for each individually
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
LookingTooLongKeepsAgrowhere the Rolling Giant wouldn't move while the timer is partially completed - Fixed
LookingTooLongKeepsAgrowhere the time would restart when it switched players, or lost the player - Fixed
OnceSeenAgroAfterTimerwhere 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
ur so cool for all of this specifically the 2nd to last tytyty
At spawn of the giant my frame drops like crazy and game gets extremely laggy.
Never had that happen on my end, and I just tested again to verify. Having it spawn doesn't change my perf at all.
clip number 1, my fps is perfectly fine then rolling giant spawns in and oh suddenly its shit
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
What mods are you using then? As I can't replicate it
Looking into it. Also found an ownership and random collider bug that somehow never came up during testing 
@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
Hey man, i'm sorry but I uninstalled the mod a few hours ago, playing with my friends atm but i don't mind reloading the game with the same mods again later to try it out and get the game log?
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 π«‘
Alr i'll try to replicate it when I get time, nonetheless I really enjoy the mod!
Ok I think I fixed the issue, will test more to verify
I fixed it inside, but I can't figure out why outside is so messed up now
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 π«‘
2.4.2
- Clients properly get targetted during the roaming phase
Inside ones should be fixed now, but outside ones still aren't fully there yet for reasons I don't understand

ok that time it worked outside 
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.
Oh? I think I got a lead on what is happening
It seems like the moveTowardsDestination is randomly disabling
It works outside
Just need to fix its speed being very low for some reason
If it instantly agros outside... is that terrible lmao
not rlly i think thats cool
but not everyone might feel that way so is there a way u could like make it trigger after los like a giant
True
I'm so glad you put my suggestion in the mod π€©
ok it definitely works now
@orchid frigate thank you for bringing up that error earlier though π I think I just fixed it all
Good job manπ
Happy birthday! π
happy birthday!!
the spawnoutside weight as pie chart belongs to the chart (pool) of outside enemies?
also: the size 1.2 and above can't get on the ship right?
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
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?
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?
happy birthday
Thanks!
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?
That's fine
"he is not a friend" 
@velvet shadow .
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.
So I could see the rolling giant as part of this?:
is that the right thought process?
i set custom values ββfor vanilla monsters in lethalutilitites
true?
Allegedly yes
afaik yes, and that changes over time since I think the less picked ones get extra chances over time.
Also yes
huh? okay >.>
huh
is this ur friend that created the model
Nah my friend threw a model at me to play with, thought they grabbed it from some free site somewhere π€
oh no
Ah I think I found where he got it from
Yeah their name matches, I'll add a credit for them.
nice :D
omg you have to push a new version to update the readme :/
oof
@edgy belfry alright I updated the readme 
thank you! π
i loved this
Actually; I have an idea. I looked back at the top of the post; and realized that since it was a coil-head variant and it stopped when you looked at it. What if; it was like the coil-head; and once it got too close; it would slowly start to gradually gain speed like the thumper/jester?
Are you supposed to look at the rolling giant or not look at it
Depends on the ai type :)
I have it on the default ai type but for some reason it still moves, even when Iβm not looking at it
Unless Iβm confused about the default and how Iβm supposed to deal with it
Actually nvm figuring it out is half the fun I suppose
is it possible to make it depsawn after like 20 seconds
Not currently, no
Can you just type βallβ in the ai type?
Yes
So in the future will it be?
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.
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?
Yes
this can soawn on modded moons right?
also does it spawn from vents?
Yes and yes (since it is just put into the same pools that enemies are put into) π
ty
can we kill rolling giants
I think so. I know the flash bang does it, don't remember if the zap counts as a stun too
oh ok
also
does the spawninany chance
override the spawnin chance
for the weights
Yes
ok ty
would it be possible to disable outside at day?
also, what happens if you said aitype to all?
also also, does this work on modded moons?
not atm, not entire sure how the game does that either π€
Setting to All will randomly select from all ai types each time you go to a new moon.
And yes it works on modded moons π
Does only host need to change config? (Does it sync)?
Host controls the config yeah, it syncs
Ok cool thanks
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.
yeah outside is nighttime
Geiger counter from facility meltdown
ive noticed when the rolling giant kills someone, its unable to kill another person
The ones outside or inside?
inside
Got a video/steps to reproduce/mods being used/config being used? Never seen that with the latest version so I am unsure of what would be the reason of it off the top of my head.
(been super busy making the LC project patcher tool so just now saw your message)
Come to think of it, it may only be on modded interiors
This is my profile
018d57eb-9891-e13b-94ba-78fe4121ea47
Awesome mod!
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.
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.
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 π€ Can you check the log and make sure it is being loaded? And what does your config look like
it does on experimentation but It hink thats cause i enabled it to spawn on e very planet
Yeah that bypasses the list
2.5.0
- Added
AiTypeChangeOnHourIntervalto the config so the ai type can change every X amount of hours - The
InverseCoilheadai type will now move towards a player if it can't see any of them, until it gets back into line of sight
Is It killable?
No, but it is stunnable
it feels like no matter how much i tweak his config several rolling giants spawn
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
π€
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?
yeah but none that would impact global spawn rates or anything like that
the only other enemies i've added is shy guy and the immortal snail
Nice
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.
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
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
whats the .bak supposed to do?
It's a backup
Since when I update the config file it removes dead fields and remakes it with the new ones (and keeps the old info)
is it possible to make it so the rolling giant can only spawn after a certain time
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 
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.
@exotic jacinth I just tested with an insanely high spawn weight and 1 max, and it worked fine for me π€ So not really sure what the issue is on your end. I guess show your mod list and your config.
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
ah, alright
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?
huh I guess I need an ai reset function. The modes share their timers, so I never really thought about it lmao. Good find
Ok I have a reset function now π Will do a bit more testing but it is working
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.
also, the giant seems to wander extremely slow, atleast when outside
I noticed that when testing the timer thing above. Seems fixed as well
if ai type is set to change on hour interval, can it select the same ai type twice in a row?
No
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
Thanks π
awesome
even with spawn anywhere off, rolling giant spawns on custom moons
i noticed the rolling giant is missing a scan entry, could i write one for it?
huh it has one π€
oh
i can't scan it
maybe if it's too big (size 6 for me) or outside then it can't be scanned?
Oh yeah probably, I don't think the size of the node changes(?) or it's farther than the scan range or something
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.||
also, what's the largest it can be inside before it clips into the ceiling?
on facility atleast
also if it loses sight of you with the "onceseenagroaftertimer" ai type, then it just seems to wander away
Is it possible to make the rolling giant open doors?
it already does
(don't have the game open atm) but yeah it already does
hey are we able to disable any of his ai types?
i like them shuffling through all
but his constant chase mode is irritating when youre heavy
List them in sequence to not have the one you want, instead of All
gotcha :)
weird, it doesnt seem to open doors in my games?
if its on custom interiors it may have a small bit of trouble
but it still should work
how did you get it working? having trouble too
I just set it to InverseCoilhead
hot
how do I make this work?
its way more simple, and you can edit configs while ingame
I don't like the idea of configs in game
what exactly do you want to make work
I just need to know what the correct typing format
the config value?
selecting all 5
ah thanks
@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
all or All
lowercase or normal, both work for me. So either is fine
When loaded, BepInEx seems to auto-convert it to All for you
so down to the most simple compodents of this mod, its a reverse coil head? basted on the one of the videos i watched
I like it being reverse the best i think, tho it has other ai settings
it has other ai settings, but inverse coilhead's a pretty good ai setting for it
i usually use OnceSeenAgroAfterTimer and LookingToLongKeepsAgro (i think that was the name)
since it can just stay still before chasing you forever
How would inverse coilhead be good? I don't get the appeal if u just let it follow u to somewhere far then it would just stay there forever no?
it's better when you pair it something else tbh
like, if its nearby a coilhead you get kinda fucked
an offense spawn would def get you in a rough spot
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
Oh that's good
In a recent update I updated that ai type to where if it can't see anyone (like it's behind a wall or something), it will move towards someone before going back to only moving when seen (this was requested so it can't just be plopped somewhere forever and have zero harm).
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?
I have some partial files here that you can patch up with w/e project rip you use https://github.com/nomnomab/lc-rolling-giant/issues/5 Haven't had time recently to put the project I used in the repo (since it's a mess of assets with it being my first mod lmao). But the prefab/model/etc is in the link there, the scripts may need relinked and whatnot, but should get you going.
Totally fair, thanks! That helps me out a ton.
2.5.2
- Fixed LLL spawning
- Fixed daytime variant's shader being missing (somehow)
- Fixed daytime variant, when disabled, not disabling audio
there's a daytime variant?
Yeah, it's not enabled in the config by default.
what does the daytime variant have different from the regular variant?
It turns off at night and looks different (when turned off)
how exactly does it look different?
check for yourself 
im lazy 
OH at night
i didn't see him at night :P
ok so i played yesterday
looks very cool, i like how as it turns off it turns grey and carries over its momentum so it just slowly stops moving
it would be nice to make it killable in the config
He is so lovable, why would you want to kill him 
fr!!
debatable
kook
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?
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
https://github.com/nomnomab/lc-rolling-giant/blob/9c97ebf1cb02f050d1774ba039eca4d54fbcb93b/Plugin.cs#L149 I attach a custom component to the body to identify it later for my custom shader
https://github.com/nomnomab/lc-rolling-giant/blob/9c97ebf1cb02f050d1774ba039eca4d54fbcb93b/Patches/StartOfRoundPatches.cs#L14 I add the ragdoll to the list here
https://github.com/nomnomab/lc-rolling-giant/blob/9c97ebf1cb02f050d1774ba039eca4d54fbcb93b/Patches/StartOfRoundPatches.cs#L84 I override the material here to my own
https://github.com/nomnomab/lc-rolling-giant/blob/9c97ebf1cb02f050d1774ba039eca4d54fbcb93b/RollingGiantAI.cs#L530 I get the index here to pass into the death animation
@granite fern
Ty!
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 :)
Nice! Glad to help π«‘
this sounds super super cool and creative
did you apply a dead body info script to the game object? Or just the mono behavior
Not sure what you are asking
oh nvm, you add the behaviour component in plugin and its not a dead player body object
bad wording, I was basically asking if the game object had any scripts tied to it or if it was just a model
The dead body itself is just a copy of the spring one, and I modify the head in unity.
ah. Did it have any components I would to get it to function as a dead body?
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.
I see InverseCoilhead AI type added in Changelog notes on ThunderStore mod page, but it is not listed in the Config section of the mod page under AI Types at all. Just a heads up.
Oh right I never updated the changed name in the readme lol. I forgot about that 
anybody else having issues with the rolling giant only able to damage the host
I haven't noticed that myself
after watching the oldest view, i finally get the reference
it turning grey is even cooler now π€
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.
Coilhead makes it act just like a Coilhead (plus the rolling and acceleration). InverseCoilhead makes it act like the opposite of a Coilhead, with the exception that it will try to move to get in a position where it has line of sight on you
for lll purposes whats hsi name in config Rolling Giant, or Rollinggiant
RollingGiant
thanks
is the rolling giant supposed to have no animations?
its a statue
I saw using this I my entire crew was scared shitless
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
I wish there were a way to make him unable to climb stairs
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 π
Yeah stairs are just normal floors so afaik they aren't unique to block movement onto them
Acceleration sounds like the best way to give it that creepy charm, yeah, would 10 seconds be too long?
Btw thanks for bringing it to LC, your work is very appreciated
(We are back!)
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).
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
is this format correct?
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)
should be 1:1
you cant have both at the same time, only one picked randomly when we enter the moon, right?
Ye
i thnk u need spaces after ,
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
Hope this hasn't been asked before, does All work as a valid config value for spawn locations? Example All:100
Running a bunch of mods at once so trolling through logs can take a bit
Nah, there isn't an All for moons in that slot. That would be done with the SpawnInAny and SpawnInAnyChance
Does this work with v50?
Not sure! I don't really play beta versions of games so I haven't tried 50 yet
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.
were u able to conclude an answer?
No since i havent been Home in a few Days.
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?
Nvm this answers my question
^This doesn't seem to be working for me with LLL
Can confirm RollingGiant is not working for v50. Well atleast for me.
ah jeez rick
115 mods loaded, gonna be real fun figuring out which ones are incompatible with v50
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
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.
whats the difference between rolling giant outside and rolling giant outside daytime again? the rolling giant outside spawns only when its dark outside?
daytime version turns into a statue when night time arrives
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?
I gotta ping this - maybe someone could pin it? π
@mighty heart are you able to pin things 
you could /jeb pin it i think

I choose the "InverseCoilhead" behavior, it moves even when I'm not looking at it. Which configs do I need to change?
The problem is that he moves even if you don't look at him, he only accelerates when you make eye contact with him.
Probably this is not possible.
I will be grateful for your help.
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.
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)
iirc it does affect the hitbox as well as the visual
I know many enemies were broken on the new update, but has anybody tested this?
they spawn and kill fine, fwiw. there might be small stuff borked idk
something I noticed was that it spawns aaaall the time unless you set the value to 1 or 2
whats the id for the rolling giant when i wanna put a value for it in the LLL config?
The enemy name is RollingGiant but not sure what LLL needs π
does mod still work
yes
bet ty
v73 might have broken this mod
you don't say
@blazing wind Can you make a updated fork pls. Pinging you because you forked lethal elements already.
I be cookin some other stuff but uhhh
I thought someone already picked up Rolling Giant
Might be thinking of a different enemy though
nah, not that I know of
Who picked up the fiend
I dunno
atomic, no?
I know not
howdy. I'm the guy who put up the rolling giant fork for v73.
figured I should poke my head up somewhere.
you're THE goat bro, tysm
Does anyone have the rolling sounds?
Hey is the rolling giant working rn?
I got the RollingGiant_for_v73 mod but I think it isn't spawning
Does the original rolling giant mod also needs to be installed?
for me its spawning normally and i don't have original installed
maybe tweak spawn weights
I think it could be because it only spawns on some vanilla moons by default, I changed it so it can spawn on all the moons but I can't check if it works rn
i only play on modded moons and I didn't change anything he spawn very often for me
V81 broke the mod π
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
Jared Leto

omg wait
can you put that in itβs Scan subtext?
That would be hilarious

wat
Idek dude
Wait... You're Murdertrain?


(/j)