A mod that adds a family friendly laser to the game.
Ps: Don't overcharge the laser :)
Thunderstore: https://thunderstore.io/c/lethal-company/p/Flof/LethalLaser/
179 messages · Page 1 of 1 (latest)
A mod that adds a family friendly laser to the game.
Ps: Don't overcharge the laser :)
Thunderstore: https://thunderstore.io/c/lethal-company/p/Flof/LethalLaser/
Finally a laser pistol !
I posted an idea of a defence laser pocket pistol in the mod idea around two weeks ago.
Not too powerful since you can recharge them and limited in term of shots. It’s nice that you ended up making one.
I will try it later tonight.
Quick note, the laser seems to be bugged after starting a round, so if you explode and die don't blame me :)
Could you please modify the gun so that it knows exactly when it can fire because when the battery is about to run out and I release the click it doesn't fire and when I miss it it explodes...
I would like it to be able to shoot up to 3 times before reloading and that it could kill the blind dog with one shot and that if you hold it for 3 seconds after fully charging it would explode due to overheating.
Otherwise you could put a cfg to better modify the laser gun
I think it's an excellent mod but it needs improvement
Something I want to say too but this is more of a whim than an improvement.
that the laser gun had a skin of the ray gun from call of duty zombies.
It would be even more amazing.
but I repeat it's just a whim.
Yeah sorry, the mod was bugged because of an issue I couldn't predict. The update is out and it should be fixed
excellent.
I tell you something?
If you improve it to that laser gun I think it would be one of the most downloaded mods
I saw a lot of people asking for more weapon mods in lethal company.
and the truth is, your mod has a lot of potential.
if you need ideas to improve it
I give you my opinion.
For me it would have to be able to be fired 3 times, let's say it consumes 1/4 of the battery per shot (for example) and if you keep it firing for a long time (3 seconds) it explodes.
Since the price would be more or less more expensive than the shotgun (a mod that puts the price of the shotgun at 700), the laser gun itself would be more expensive.
I think that would be all. I don't see how else it could change.
I congratulate you anyway, I like your laser gun mod.
whys the mod gone
Because it got rejected for some reason, I‘m working on it though
kk
Got it fixed, a mod approved it. Automatic malware detection misunderstood it as malware
Hey flo, I'll drop the thread about the lazer pistol I was talking about earlier.
https://discord.com/channels/1168655651455639582/1192560870283284552
Do you think this doable as a mod ? Im asking because you seem to be one of the few (the shotgun one and your) that managed to make a laser weapon that is rechargeable.
The idea is basically a pricy range weapon made in case of emergency, rechargeable and can take out a hoarding bugs but maybe not enough for the bigger monster by itself.
still haven't figured out your lazer, feel like it could explode at any moment.
I saw that the laser pistol works if you aim at the enemy's feet. Since if you aim in front or above the shot does not come out.
I also think that at the moment the overload time is almost fine.
When the gun's battery runs out completely, you have to release the mouse click to shoot.
I was practicing and I'll give you a video.
although I think this does not answer your question xD Sorry
otherwise this will happen
I didn't see that thread before actually, but I'll take a look at it. Also, the seemingly random explosions came from a bugged version of the mod. The issue was, that the overheat time was correct in the ship but after game start it bugged out making it impossible to shoot the laser normally. To fix, just use the new version
This is only patially true. The lasers overheat time is a random value in a range or ~0.8 to ~2.5 I think and you should look at the indicator at the side of the gun for accurate information. If it is in the middle, you're good to go
Getting back to that, I'm not sure how weapons in this game actually work and I didn't plan on making something like this. I use the landmine class for the explosion of the laser, so the damage is already handled by vanilla game functions. Doing that by myself would be pretty time consuming figuring it out. I wanted to take a look in to the shotgun mod, however since it got implemented in the vanilla game the reposetory was cleared and the mod was removed
You could try to make the laser gun have 2 shots (like the shotgun) and for each shot it has a 5 second cooldown (just to put it that way it looks a little more realistic) and only needs to be recharged.
Maybe I'm asking too much, but you could try to assimilate the laser gun to how the shotgun works.
The first shot consumes half the battery.
and so on
I'll try to do that
I couldn't figure out that the laser has multiple shots, however after every charge based on how much the laser got charged it will slowly recharge from alone. I increased the price a bit but it now recharges from alone
The mod is updated :)
That's great, I'm going to try it and tell you my opinion.
I thank you for the time you invest in the mod.
and also the time it takes you to fix the bugs.
Yeah bug fixing is probably the worst thing while making a mod, sometimes you don't even know why something isn't working when it should normally
@dusk talon Now it feels better when shooting but in my humble opinion.
I would say that the time it takes to recharge on its own is very slow.
I would say that its value would be 700 credits but that it takes less time to recharge on its own. about 15 seconds? or 10?
Could you also consider the idea that it can be fired up to a maximum of 3 times before the battery runs out? and that the recharge time is as it is currently.
Since it is a weapon that takes a long time to load and with a single shot, it can leave you free from attacks from multiple enemies.
Although it's just my opinion.
With a weapon that can one shot anything, one shot is pretty good since we’re not doom guy. The gun is already rechargeable. Give it more shot and we might forget we’re here to find scrap, not clear this place of monsters. Im sure the nutcracker is hiding in fear when you step out of the ship with that laser.
But again, it can do whatever it want with the mod.
The reason for the slow recharge is, because it was initially intended on only having one shot. Multiple shots are way too overpowered and I couldn’t figure out how to do it, so I‘m probably going to leave it like this
Okay but looking at the clip, it isn’t supposed to recharge that slowly. I‘ll test it again and update it if needed
why the hell does this mod require jiggle physics?
Just found out another stupid bug
Because of the cables and the decoration
oh, ok. then thats fine actually
That yippee thing on the laser needs that dependency for physics to work
It does, but it shoots a ray out of the gun, not your camera so it might be a bit off. Also, multiplayer is a bit bugged since the hit point isn't synced. Will be fixed in a bit
Ah okay, yeah it's a bit bugged. I also thought of the idea that when two lasers hit each other theres a bit explosion, but I'm not sure if I'm going to implement that
hmm cool idea
just that when we tried to hit eachother
we never actually hit eachother xd
even when standing still
But because the charge time is a bit random it is hard to hit at each other perfectly so it's probably not possible if I don't add a specific condition
its random?
Yeah the charge time is random
so time to let go is always different?
Yeah, it's not really possible though because of the animations and sound effects
ah..
@dusk talon At the moment it works fine.
but when you buy it for the first time the bug that I showed you in the video appears.
but later when you play other planets it works correctly.
I just noticed that when it shoots and explodes my fps drops a little due to the explosion. But it works normally again.
I see that the automatic recharge time is now a little faster than before. (I like that)
What I do feel is that something is missing from this weapon.
I'm not sure but I feel like it would be missing something like for example
that when it is about to fire and you are just about to overheat the weapon (that is, when it is about to explode due to overheating), an alert sound will sound. (like the jetpack) To warn the player to release the click to shoot before it explodes.
In short, it has a kind of warning in the form of a "BEEP" sound before it explodes, giving the player time to shoot before the weapon explodes.
What do you think?
I can add that in the next version. For now, the update is out and some bugs should be fixed. I also added a little laser to show where you're aiming
Excellent, keep it up, I liked your mod.
and sorry for bothering you to fix the bugs
No, it’s okay
yeah a warning would be real nice
like how Gauss gun from black mesa does
or any charging laser gun you find in any game
@dusk talon I already tried the recent version and saw the laser sight that you put in and an idea occurred to me.
why don't you look at the LethalThings mod. In that mod there is an item called Rocket Launcher, it has 4 shots, but I'm not going to that.
What I mean is that this item precisely has a laser sight integrated into the weapon.
Press "Q" to turn the crosshair on or off.
You could implement a similar one since sometimes I don't know if it is due to the brightness of the level but I don't see it Well in the laser gun sights
Just finished testing this mod out. No major bugs/issues luckily though I do have a few suggestions that I believe would be fitting:
-Shooting the laser at a closed/locked door bursts it open, like a thumper does
-Shooting the laser at a turret destroys the turret
-Shooting the laser at a beehive annhialates the bees on it (this is kinda free money so maybe no)
The bees, probably no because of how the game is coded. I‘m not sure if that’ll mess something up. But the rest is pretty good, thanks for the ideas. I‘ll try to add it
But for now I think I‘ll going to sleep. It’s pretty late
I‘m going to look at it, but I‘ll probably won’t add it because doing that would mean custom animations and that is just more work. Also I‘m not sure if that’ll mess something different up
Also (though I'm not sure if this is something that can be modified on your end) is it possible to make it so the laser gun is stored in the reserved slot of the reservedweaponslot mod? Or is this something that must be modified from reservedweaponslot?
The one that made the reserved slots mod made it pretty modular I think, so it should theoretically be possible. i‘ll look into it
This mod looks pretty cool, might try it out in a bit! Is it possible to configure the price/recharge rate?
this mod is pretty cool but damn does it feel strong lol, do you have any plans to add configs to this mod at some point? could be nice to maybe adjust the price a bit and maybe alter the charge time (or give the option to turn the slow recharge off entirely and have it just be charged back at the ship)
Definitely I would turn off recharge and up it to at least 1000, this is endgame tech. Definitely going in my pack because the idea of having a "big frickoff laser gun" is awesome
Special effects are on point though
And the TBH keychain deserves the jiggle physics dependency
The problem I have with configs is, that they somewhat destroy not only part of the vision of the dev, but also remove the challenge. Another thing would be desync issues, but I‘ll look in to it. I can add it if people want it
I can up the price though and definitely will if it is really that strong in your opinion
Oh wait no
I get the dev vision, and I guess some people might make the gun cheaper. But definitely gun should cost more, as is it's kinda broken. Especially since it recharges over time, I think something this powerful should only have one shot before having to return to the ship. Even the shotgun only gets two shots before reloading and it's the super rare weapon that has to be pried from a monsters cold dead mechanical claws
I just noticed something. Even if I add configs and they are not the same across all clients, there shouldn’t be any issues because of the way I codes the mod
I‘ll look into it and make the recharge option optional and by default disabled in the config
i do also get the dev vision thing, it's your mod and if you don't want to add that if you don't want to, but yeah in terms of challenge the main reason i want the configs is to make it more challenging as is, the price feels too low so i'd like to increase the price to make it harder to get, especially to get multiple of for the whole crew, so we aren't just all charging into the place and obliterating everything with lasers, as fun as that sounds it would also be extremely op, but i also feel like it wouldn't be fair to the people who like the current price to just buck it up to 1000 or whatever by default
if you don't want the price to be configable i'd at least say put it up to something like 600 at least, cause right now being only slightly more expensive than the zap gun feels a little low cause i'd take this over the zap gun any day
either way though still a really cool mod and the jiggle physics on the keychain are a great touch
Yeah I'm generally against mods adding dependencies for minor things but this time it's completely worth it
Thanks lol, I first tried doing it without but was too lazy so I just used that mod
I'll add a config, but the price will be fixed and I'll up it by 800 or something
sounds good, thank you
Sadly, I can work on the update only after getting home in a few hours. The update will take some time so it'll probably not be out today since I need to do something else and my friend probably also wants to play with me. But I'll do my best
completely understandable, take all the time you need
Sorry but what would be the next update? I didn't understand.
These are I think all features I'm currently having in mind
Don't mind the third thing, I'm not even sure what that is supposed to mean myself
Opening or destroying steel doors that only open in the terminal seems like an excellent idea to me,
The price of 800 would also be very good but only if it can be configured through a cfg to modify the automatic reload time (to make it slower or faster)
This last one, I know you have problems understanding how it works, it's understandable, but I hope you can manage to do it.
Also destroying the turrets would be good too.
Although there is a mod currently that makes the remote control that turns the ship's lights on and off modifies it so that it can turn off the mines and turrets for a while if you are nearby.
but nothing like seeing fireworks with the laser gun xD
Just one more thing, you could try to remake the current laser sight so that you can activate or deactivate it in the game by pressing the "Q" key. or something similar.
If you manage to do all that I think the mod would be 100% complete
It would only be a matter of updating it when V50 of the base game comes out.
If it is really necessary obviously.
I actually meant locked normal doors but that is an even better idea
I updated the mod now. It should include a new warning sound, destruction of turrets, configurable settings with the config file and the laser can open the big and small locked doors. It's also more expensive. Another thing, I removed the randomness of the laser because it messed up too much. Also, I'm pretty sure the charging is stil bugged, but for now I can't find a solution. Everything else should be fixed. I didn't test much, so with that being said, have fun
Ooooo
goddamn
thank you alot
thats really good work
you literally added what majority wanted
@dusk talon Is the error or bug that does not fire something that can be fixed?
or is it like a possibility that the shot may miss?
You’re undercharging
niiice, this seems like a pretty juicy update, thanks for increasing the price and stuff so my friends can't abuse it and/or kill the entire team as easily lol
Very weird. I have no idea what that issue could be
I can't figure it out. I made some changes to the mod and tried my best to fix this stupid bug but no matter what I do it just keeps showing up again. Just when I thought I got it fixed, it was there again. This game has some serious issues with handling timers and time in general. I just don't know what to do anymore, sorry.
But one thing I did manage to add is a small addition to when you shoot the apperatus. A core of such power shouldn't survive this laser shot, so I made it explode when you shoot it
I keep thinking of "I own a lasergun for home defense, as the Company intended" ever since I started playing with this and it's honestly done wonders
Cool, is the issue with the overheat and undercharge timing a big deal for you or do you barely even notice it?
Not very much. I only got to test the updated gun a little in a cheaty testfile. I could fire it pretty consistently, I occasionally died to overheating, but not unfairly
I did discover a bug but it's with an entirely different mod. You can dupe laserguns in the SCP dungeon clockwork device, but I have no clue whos problem that even is
I only even got to test it with the gun
Did lead to my coolest moment thus far: absolutely anihilating a masked with one of the weapons. Might get to do that soon without cheating
Great to know that the mod at least somewhat works. I hope I didn't break it though. The update now would just fix a few things but it also adds a completely useless feature, that the apperatus explodes on hit. I'm not sure what this would be used for, but the explosion is so powerful that it could probably kill many monsters in a range of a few tens of meters
If it's still plugged in, does it trigger the radiation warning? Think it would be funny to miss a bracken and suddenly all the lights go out. Or in my case, the entire facility starts exploding
It does work when it's plugged in, I made sure to make that work. On hit there will be a short moment to run before the apperatus completely overcharges and explodes. I didn't test how far the explosion would go, but the normal explosion multiplier on the gun (the maximum) is * 5 I think and the one of the apperatus is somewhere around * 45
DANG
Updated the mod, I think the bug should be fixed
@dusk talon A suggestion.
You could put a confirmation sound when the battery self-recharges. Let's say when you shoot you have to wait for it to reload again automatically or from the ship. So since you already put a sound when the weapon is about to explode. Could you play a sound when the gun is ready to fire? some "PIP" or something like that.
Yes, I can look in to that
Idk if it's reasonably possible but I think it would be cool if doors just got deleted when hit by laser. As if blasted off their hinges.no longer possible to close the door (or re-lock them if relevant mods are installed)
I still love the mod and am trying hard to work towards one in legitimate survival
Could you make it so blowing up the apparatus while it’s still plugged in also counts as pulling it out, so as to trigger the meltdown with facilitymeltdown mod?
This actually gives me an idea
This is sadly not possible. I tried doing it that way initially, however I had to recode the meltdown from the vanilla game since the function did not trigger. The mod probably is injecting it's code at that function and if I can't call it, it's not possible
@dusk talon Last update
Uhhh that is probably a mod compatibility issue. I have no idea what is causing that and it works fine for me and my friend
Are there any errors in the console?
Last update is supposed to make door go yeet
Lol, yeah I work fast
I think I found the issue, still it should play the animation so no idea what happened there
@dusk talon This is the error I get when I try to fire the lasergun.
which may be?
Oh okay, I believe I know what the error is. I‘ll be fixing it later today
Did some more cheaty testing today (and I have to admit, auto recharge set to minimum charge speed is growing on me), and the apparatus explosion effect is really cool.
idk if this has been reported yet, but I've noticed that the laser effects sometimes stays forever in group play, until getting picked up again and dropped, when someone misfires (v1.2.1)
I'm aware of that issue and it should be fixed in the new version, I must say though that networking code is not my best skill.
I'm happy that the mod is fun to you. It was pretty bugged a long time so I hope that didn't ruin some of the fun to you
its an easy fix bug so no worries! just wanted to let u know in case it wasn't reported yet :3
Should be fixed in now (1.3.2)
New bug discovered: apparently dropping the lasergun and picking it up while still recharging can make the gun think it's fully charged?
I'm not 100% certain how it works
Does not appear fully consistent but repeatedly dropping the weapon will eventually? make it fire as though fully charged.
Oh okay so that is why my friend exploded after picking it up, I‘ll look in to it
@dusk talon I like that locked doors can be blown up to open them.
Also about destroying land mines, turrets.
and obviously the enemies.
The question is, can the large doors (those that open from the terminal) be "opened" with the laser gun?
The laser can, but I think there currently is a bug which makes it instantly close again. Don't know why that is though
Loved the gun
But I had a problem with gun
I fired in a thumper and the door got blasted in a way that I could not go out
I fired again but the door was stuck standing in my way
Sorry for not recording, but that happened
Hm yes I see what you mean, but this is supposed to be a danger of using the gun. I also wouldn't know how to solve this because it should already push the door away when shooting. I let that in because it adds slightly more risk to using the gun
Okay, I just thought I should comment here, I'm not mad about what happened
Was kinda funny
I had a blast 👀 killing some thumpers and Hoarding bugs with this
It seemed in my testing that weaker fires (especially misfires) refill the battery faster?
how did you reimplement it?
nvm had a look at the decompiled source, i might be able to add the compatibility from meltdowns side
Cool, thanks a lot!
thinking it might actually be easier if i provide a method that mods can call that triggers the meltdown 🤔
cause other people have asked me to provide something like that so they can implement it as a random chaos event
That'd be an idea, yes
in v3.0 of facility meltdown MeltdownAPI.TriggerMeltdown(<modguid>) will let any mod trigger a meltdown
Ooooh
Now I can purposefully destroy the apparatus for like no reason
And get myself killed in the process probably
and for soft dependency (netcode patcher can have a bit of a moment here be careful)
if(BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey("me.loaforc.facilitymeltdown")) {
MeltdownAPI.TriggerMeltdown(<modguid>)
}
Thanks for the help, I'll try and implement in
Did I miss something or does this function not exist? Visual Studio can't find it. Do I need to reference a seperate API dll?
Oh wait no nevermind
I think I'm on the wrong version
I assume you didn't release v3.0 yet?
yeah v3.0 isn't out yet