#Xenomorph
1 messages · Page 3 of 1
whats the feature?
the solution would be to detect the ceiling height and if its large enough
could be doable
i dont have one in particular in mind
but i guess the venting stuff
i mean i can help lol, going through vents though.... should be easy? 
you'd probably detect and go to a vent, then warp teh agent to another agent
can u copy that from the spider tho?
i am asking help with the behavior stuff remember
that function
networking***
bruh
@sullen fox the feature is already done, now i need help to make it work in multiplayer
Hello, @tawdry lark, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
ah... right
you're using xilo's template right?
skibidi toilet ? yes

basicaly i'd need someone to explain me (by doing it) how to do that, like what do we need to send to client and what is already handled by unity/zeekee, why doing it like this, whatever information that i would need to know and with a direct exemple that i can see working
that makes sense
basically, zeekers/unity do almost nothing in terms of sending information to clients, your code is what determines that
the way information is transmitted is through RPC's usually
RPC's are split into ClientRpc's and ServerRpc's, where only a server (host) can call a client rpc, and any client (including host) can call a server rpc
calling a client rpc's means that everyone runs the code inside that rpc, it's just a function with the clientrpc attribute after all
and calling a serverrpc means only the host/server runs the code inside that function
do we have to send data back to client ourself ? like i mean if i do server side function to let say get a random number, do i have to then call a client side stuff to share the value ?
for stuff like random numbers, you'd need to make an instance of System.Random and everyone would make that instance using the same seed
something like using hte game's map seed or smthjn similar
ye but for the exemple let forget about seed, pure random outcome...
for what i imagine, client dont get any information back from a server thing
so need to use a client one to update them about stuff right (when needed) ?
here's an example
everyone runs this code, everyone now knows that hte nest is created, and whether its outside or not

wah ?
oh btw, things almost got terrible for me here at the clinic

they wanted to take away my laptop (and anyone with large electronic stuff) because, by what they said, it caused electricity problem
id say it was most likely because of the storm
but yea, almost got foocked here
.
ya guys want update ?
Sure
time is flying and so is motivation : being stuck on the same thing for so long is rough (networking still), its not the fun part of the work and not the easiest to playtest
oh btw with the new update : is everything mod related fine or some stuff broke that i should know about ? didnt notice issue so far
I dont remember tbh lol, maybe KillPlayer changed
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ow :v
im going to retry on fresh base
i just saw that the wiki got nicely updated
and also i just thought of asking... lord chatgpt, maybe bro can help with network aswell lol
tho im stuck updating my unityproject again, i asked for help [here](#dev-general message)
@sterile badge halp
oki
Things ain't Goin well are they?
Still waiting on v60... 😔
Sad
Also is that a new alien movie?
The romolus one
Becus I never heard of it🧐
ye
@clever parrot and ye, idk why exactly (like how it works), but i can't work with the latest lethal company updated script until the template get updated
but when i can i will go hard on it like it was when i begun cuse i found new ways to maybe deal with network stuff
Noice
that got me demotivated (with some other thing) to be stuck at the same step for very long
That makes sense tbh
i just watched romulus it was amazing
i just came back to the clinic so that aint happening soon for me x_x
ExampleEnemy will be updated for v60 tmrw/as soon as I wake up
im working on the update rn ^^
lol
it is a tiny bit late but yea
id like to understand why it was generating errors, i am not familiar with programming outside of an engine
dunno, I'll give it a check when i've updated it
@tawdry lark example enemy has been updated
you'll need to wait for hamunii to wake up to accept the pull request, but u can just use it because its a PR
yay
Hey guys, I was informed by someone that there is a xenomorph mod being worked on, and scrolling through the chat so far, it looks really good, well done. Is it cool if I could maybe pitch in some future ideas, ever since ive watch romulus, ive been obsessed with Alien.
forgot to say I don't wanna bother you guys if you're in too deep.
also I don't know how to mod, only know how to come up with ideas.
I am learning how to code just to make alien life cycle
in lethal
like deadass
Do you want to include facehuggers into the mod to? So the Xenomorf wouldnt just spawn like any other monster, but it would have a cycle to go through.
Oh, never mind. I just saw a conversetion about it here (there are a lot of comments in here), but the ideas are looking pretty great. I just hope that this would be brought to reality
( at least LCs reality 😅)
That would be sick
you know what, ima just make a massive, fully fleshed out document of my ideas, maybe just release them, and just let people find a way to incorporate it into lc, that way, I can get it out there and maybe some day, have it become a reality
you can give idea ofc
as for the life cycle, you need to find a good way to implement it without breaking lethal company "flow"
also i cant go watch the new movie for a while so no spoiler :V
ok big problem, im still unable to get to update my project
i am really out of my element there its so frustrating
i may look dumb (i am) but i really don't know much about this kind of thing
@heady bobcat i think imma need you again
i dont even manage to create a new project when following the guides
Xilef has been absent for some time now, they've still not updated their entity mods so I don't know if they are gonna be able to help
I am still alive lol, but yeah school's been rough
good luck with that
and as for my issue well following the tuto to setup the project just get me to an error so yea
But what do you mean update your project?
You mean switch the assembly to the enw one?
i think yea... not very familiar with that stuff and the vocabular
#dev-enemies message <- got this
All good, just let me know what the "flow" of the game really is, that way if you wanna take suggestions, it'll be easy for you, don't wanna burden you with anything, take ur time no rush.
no worries, you are allowed to make as many suggestion and idea as you want
as for the flow i mean that LC expeditions on moons are kinda short and go from pretty calm to dangerous as the time goes. So how can we implement a xeno lifecycle in such low amount of time ?
Don't worry, I can figure that out.
I'll take into consideration the possible problems
Was really nice seeing the xeno walk around
wdym i have no amination
Was really nice seeing the xeno slide around
@tawdry lark Is it cool if I share what I got so far? it's a google doc, I tend to write ideas down. I can answer any questions if needed.
dm me the ideas
once it is done
I gotchu
ofc
oh i remember when i was hosting this gamemode... great times
stop foockin vanishing from the list dam channel, i am still here >:v
Guys, this is with great pleasure that i inform you that networking has begun workin
now me and my friend chatGPT are gonna work on converting all my mess
now what does that mean
if i manage to successfully convert my stuff, that will mean that i probably understood how to network, and thus the biggest issue i had
(that mean stuff is going very well)
also, i said that wanted to make the mod available only when i would considere it complete... but since the time i recon it will be better to release it in some way sooner so 1. we can finally have something to speak about and officially make this a serious subject and 2. ease the playtest especially for network kinda bug
tho it would be nice to have at least a definitive model and some simple animations for various behavior
but yeah i could release a proto version with a basic AI that chase and attack when in range + the xeno special ability to vent
the v0.1
i need to write this down somewhere cuse me brain has not enough ram, and maybe you guys can help...
i am rewriting the code for network, and cleaning it a bit aswell and i found some stuff to fix
Using vents
Xeno can enter any vent regardless if it is occupied
This will open the vent if not already
-> if vent is occupied tho, it should navigate to another free vent right away
--> choosing that vent is determined by the situation
--> if no free vent available... bruh
while occupying a vent it should mark it as occupied
->? this may cause eventuality where all vent are occupied
while exiting it should free the vent
this will also open it
->? this does not follow the vanilla behavior where they are kept marked as occupied... for unknown reasons nvm
note to self : add a bool isTrapped for when the xeno end up in a situation where it cannot reach any vent
rare case scenario where a xeno is trapped because of a security door :
ability to call for help if there is other xeno, those might be able to free it by smashing (disabling) the fuse box (c; @muted frigate ) or maybe even removing the apparatus (meltdown crisis intensify)
if trapped by a locked door :
ability to attack the door to breaktrough ?
I love the idea of the xeno calling for help and another one smashing the fuse box or taking the apparatus
Tho the hitting the big metal door part wouldn't make sense in my opinion since that is a fully metal Door and there is no way a xeno would be able to open it or even break it
But multiple of em maybe
you would need a scenario where both are stuck so one beat the other to death to spash the door lol
going to far
Adding multiple xenomorphs to the level while other monsters are around is pretty broken and unbalanced, just pretty much a guaranteed death, so probably a no
note to self : dont forgor to handle behaviors when outside
Maybe xenos could also target other monsters
note to self : give ability to xeno tu use elevators if they witness someone using it
That will be horrifying if that happens
You go down the elevator, waiting for your friend, next thing you know the Xenomorph runs out
ow
i didn't imagined a scenario when it will use it to exit other than chasing people
but mmh
i have those behaviour that can be "unlocked"
maybe if you pissed them off
I’m definitely doing that
Also, is this just one type of Xenomorph like Alien Isolation or different types?
for now we will try to finalise one lol
but yeah with all the idea for some behaviors, it is more fitting to certain types
but i think this will only be drones and warriors
I see okay
Well still this is probably gonna be one of my made mods when I see this available
Xenomorph are like the definition of horror at this point
im trying to get to a playable pre alpha kind of thing
but i really need animations here
i have spent a 3 digit number euros on some asset store thing to help making animation look better... butT i need at least some animations to use them
so now i need a final decision of which model to use, the actual one and the low poly ones both need some work
and i dunno much about rigging, but both of them are kinda confusing for me with their hiearchy
and the animations i need :
- mandatory
- idle
- walking (like casualy patroling)
- running
- close range attack (like just to slap close players)
- will be needed at some point
- sneaking (idle and moving)
- entering and exiting vent
- more attack type (jump forward, ...)
- bonus
- kill animation
- vent attack
probably forgor some
@signal tendon shall i seek for an animator in #1210315682613436446 or you want to do it ?
also i think you were interested in this @lyric plover, if you agree
i might be able to share the tools i buy for the person doing this, it might greatly enhance the result
i didn't tried with this one, tho it looks like it perfect
What models did y'all have for this?
currently we didn't settled on one
but the one just above i am testing right know
i think its perfect
a bit skinny but so am i
Where
@kindred igloo this one
Yeah seems decent
in what you see above their in no animation involved
I'm asking if the same effect can be done with the arms at the same time
Gotcha
So would an animator just animate the character's thighs and let the automatic legs take care of the knee and ankle motion?
for the stance i need full animation
...i think
im trying to add something to make it look at something
Like aiming its head at stuff?
Well currently wouldnt be able to do much given Im quite busy with work sadly
no worries just wanted to see my options
Okay
thats noice
@kindred igloo if you are gonna start working on something, hit me first so we see how to be sure the animation will be usable for me
Mhm 👍
mmh have some hole there
not a big deal for me
@kindred igloo what mods did you worked on btw ?

idk how went that stuff you've been doing for this
Cuz I have like 10gbs of sfx from isolation lmao
dam
well if you got sum toime...
I can cook you up some sounds we just need to talk about what we actually need
yis
The lookerrrr
Best way would be if you have the anims done you can send clips of them to me looping
And I can sync them up
Except like walkin, that would probably be better if its done sfx / step
well
when i'll have them x)
- Xeno sounds
- Breathing
- Hissing
- ...and you know those sound it makes when being aggressive
- Hurt
- Die ?
- Vents
- Enter and exit
- Crawling noise through wall
- Footsteps
- If possible by category like metal, stone, ...
alright imma try to replace the old model for this one, here we go broke everything :V
Yes it is possible
do that when you wish
and for the theme part, it has been long since idk how well you can make those
but i think i saw that you were able to produce great result
I want to revisit my themes but Im a bit overloaded currently 😅
no worries
I’ll get back to it soon tho
just would like to see some of your creation since
You can always go to Seichi :p thats been one of my biggest work thats out rn. I’ll be updating that moon soon, and more will come ^^
Yeah I’ve been cooking up moons, only 1 out but thats like 3 in 1 moon lmao (it has 3 seasons to it)
And I have 4 more in the chamber but they are not finished yet
(+2 inc) and ngl I actually want to make an Alien moon later too
oh bOI
i'd like to be part of that alien moon if you dont mind, id enjoy touching moon and interior stuff
idk where i could help beside making some scripted element on the moon
#1238292999969181787 - Snowichi is on DustClouds weather and Scorchi is on eclipsed. Been cooking up a huge update and still am with some peepos.
Yeah we can get back to it later ^^ I’ll let you know when I can start working on it
hyped
Thats perfectly fine
If you can do like scripts for some random hazards and some other stuff we can think of
oh yeye that should not be hard
I think the main thing this low poly model is lacking would be a good texture
Needs some painted highlights perhaps
huh ?
wdym, explain this to an ignorant soul like me on the topic
@kindred igloo like before i hurt myself trying to use that model for nothing
also btw this mod is not out yet ? ;_;
I mean model should be fine. Dunno about the texture, maybe we could ask someone to touch it up?
i myself never was the kind to complain on graphics
And note that the material of it will be different ingame
f
I need to make some more shaped keys, but I've been lazy lol
Might tonight
this is sick
Alright guys, big bad news
All the nice looking thing i showcased above (head look, tail, feet IK), are gonna be hard to add them into my mod dll
All of those work using scripts from the asset store, and like all script you can't just have them with the asst bundle
So me myself i believe it is doable, like they are just script
but this is now out of my skills to figure out how
If you know people that can help with this...
that was nice to play around with those tool, was refreshing to take a break from the ai
ill be so sad if i cant use them :c
@sterile badge do you have any idea? 
To use scripts in asset bundles, you need to reference the scripts from DLLs similar to how you reference your own mod's DLL, and just remember that you'll then need that dll with those extra scripts for your mod to work. So, just figure out how to compile the scripts yourself, or find out where their dlls are if they are compiled already
problem is they are not compiled, and i am confused as how to do it since some of them reference the editor
so if someone competent would agree to look at this ill add him to the pat everyday list
for now the solution i will try to do is the looooooong process of looking though all those script and rewriting them in a way that works x_x
yeah, I don't really know how since I've never done that, but if you just find the source code, you could create a new C# library project targeting netstandard 2.1 and just move the source code there and then just compile. But yeah, idk if that's stupid or if there's a better way to do it because I've not really messed with Unity stuff
ive seen that there is a way to compile stuff durectly from unity
through assembly definition
...hold up tho, if it is really possible
would this not be like a better way to do mod ? :v
like creating your mod directly inside Unity? It's surely an option
I personally though don't wanna touch Unity as it's big and slow and bloated and kinda unstable
but yeah that sounds like the best option then if you can figure it out
assembly definition exist so unity doesnt have to recompile everything that is not in the same assembly so it should be faster
i mean thats what i think i understood when trying to figure out my issue yesterday ;_;
I see, though personally at least I have no issues with just a separate C# project that I can work on without needing Unity which is super nice
and for the having the mod's dll be in Unity, it's simple to automate copying it over and stuff. So I can't really see any benefits to it, other than probably not requiring Unity Netcode Patcher to replicate what Unity does without building the mod in Unity
Hmm, possibly? But it requires them to install Unity Hub, make an account, activate a free license, install the right Unity editor version, and then they have set up stuff. Well, they'll still need a code editor
right, that was just a thing that came to my mind...
but i dont care about this anyway lol, me want to find solution to my problem ;_;
haha, ye
im ready to pay people that would try to help, and add big bonus reward if they succeed o-°
The idea sounds very cool, will there be like... the eggs as well as perhaps "scrap" / items sellable to the company?
this is an idea we thinked about...
i imagined it like it would be one single egg at a nest location
that if taken would make the xeno enter mad mode like the hoarding bug
Would it be similar to how mask works? A chance for it to open and yeet the hugger in your face while carrying it.
While the company would pay a decent price for it, I can imagine them being ethically similar to how Wayland works lol
if it fesable maybe have some kind of interaction yes
im thinking maybe if you plan on taking it you will need to watch it while carrying it and if it start being active you'd have to spray some weedkiller on it to make it stop
Would be cool...
I may be cooking with my issue...
OH BOI
is workin
editor only thing ? yeet those
cool UI ? fuck it
private variable ? dont care lets hard code the value i need
assembly definition ? now its mine
...just need to hand copy past 76 float value now x_x
im going to commit unalive
@cedar leaf @sterile badge @summer cloud @sullen fox @rapid tendon
i foockin DID IT :V
now give me 2 more day for the tail and the legs... x_x
what i had to do is not pretty
lmao
some value got hard coded
some script are fully commented lol
ill try to see if i can remove those without breaking everything
letsgo
i did all that to make some asset store script work in game
all those many script had well looking user interface in editor
icic
but its not that simple, it is way more polished
ic, okie
ayy nice good job
and now i should be able to make the legs IK and the tail simulator work with less pain
but later i spent the whole day on this, i knew there was a way
@sullen fox here idk if you saw that, this is what i want to bring
Ah dynamic footsteps
Lemme know when u get a script for that workin
I'll steal if
It*
i dunno if i even have the right to share those since they are paid tools tho :v
Hmm link it
Geez u spent that much on it?
in any case i got to "fix" it and then depending on the amount of parameter i want to modify it might get heavy on the hard coding value
those are tool i use for all my unity project
is not just for this mod haha
Ic
they are good investisment
and i took them when in sale
i still miss a few i want actually
@sullen fox mmmh look at this juicy terrible thing
Lol disgusting
yea
but it works
i dunno why when i tried referencing stuff like usual it was always null or empty
have there been any ideas on how the xeno AI is gonna work? Mechanics?
ofc
so much that im still unsure of which to go for
im trying to rethink of a good way to store "suspicious event"
like mainly noises
oh god does it not store the weights somewhere from the editor?
so you can just load them in xD
less hastle in other projects you will want to use it in later
i tried
was null or empty for some reason
ill try again, but for now at least i know it can work
Guys !
@cedar leaf @sterile badge @summer cloud @sullen fox @rapid tendon
My baby first steps !
(well not really actually but the new version of it)
Nice
Nice! (except I can't see the video because internet is being slow lol)
It's just the enemy pathijg and breaking a bit but in an intended way
nah i just doesn't have animation anymore
so when he vents he just... continue
Oh I just meant u don't hide the mesh lol
lmao, well it definitely isn't me watching that, maybe someone else on this wifi...
no you're the one streamin it owo
owo
oooo nice gj, the finished result is gonna be so sick
kinda love how goofy it looks gliding through the vents and the walls tho lmao
its so foony being chase by this rn
doing tiny steps

2 days, 2 plugin
1 left
this one difficulty was figuring out that the script initialised too soon after my enemy spawned and didn't receive the updated reference
YO! I’m excited for these baby steps to become toddlers
Not the most intelligent life form
Watch #robotchicken on [adult swim] across #Max in Europe and on #HBOMax in Belgium & the Netherlands, on Channel 4 in the UK & Ireland, via [adult swim] on Warner TV Next in France and on Vodafone Giga TV in Germany
#adultswim #alien #alienromulus #space
Watch [adult swim] on Channel 4 (UK/Ireland), #Max ac...
After the normal alien is done perhaps you could try a outdoor queen alien
Feel like if there's a xeno queen it should specifically be summoned by pulling a xeno egg (valued and collected like an apparatus) out of a xeno interior
I think we just call that an immigrant
just have the face hugger infect the actual player and have it hatch on the next moon they go to 😄
idk if i spoke about that subject here
butT
as we said a long time ago, it would hard to add a xenomorph life cycle within lethal company environment
we definitly can't make it lore accurate
i got an idea that may allow to add that feature of being "infected"
if you get infected (for reason we have to define), youre not gonna randomly burst a new problem
instead, if you happen to die while being infected, only then it can come out
or maybe if you get low health
like injured state or dead = say bye bye
that would also only happen in the followings days, not the one where you got infected
lastly we have to think about an eventual counter to that, what do you do if you know you are pregnant ?
do we have a way to prevent the fate
maybe just a simple % chance of it happening that would decrease over days
there i'd like people thought on this
I think it would be like
"Facehuggers can only spawn while the moon is being generated"
after being facehugged, an employee will be on a timer that is randomly between like 3 and 4 minutes
at the end of that timer a small xenomorph explodes out of them
they die as a result of this of course
facehuggers despawn and can't appear indoors after like, 3pm
the scenario im trying to avoid is for people to endup like they know they are gonna die
need a counterplay
the counterplay is not getting facehugged
this anwser while being obvious is problematic
nah it's just like a snare flea
snare flea either you are saved or you die
right and the facehugger would also be able to be shoveled off by a teammate or something
not a timer with no hope
people are gonna end up just suiciding in a hole or idk so the problem is solved
that's a couple minutes they could be spending getting PROFITS for the COMPANY
cough cough snare flea random chance to infect when knocked off the players head :3
as then it makes it like are they infected?
god my math brain is failing me right now
what math ya trying to do
if 11 minutes irl equates to 16 hours in-game then how long is an in-game hour in real time
about 41 seconds
16 / 11 lol
= 1.4545...
oh ok
but bascially i multipled the 11hrs by 60 to get it into minutes to make the math simpler
11/16 = 0.6875
(0.6875) x (60) = 41.25
that works too i guess lmao
math do be like that
anyway
3 minutes IRL is... like roughly 4 hours in-game
so if you get facehugged at high noon then you're probably good until about 4pm
oh yea 11/16 oops
i have some issue with the tail
idk why it doesnt detect collision on mesh collider
russian xeno warning
ah yeah that's not surprising
since you can throw eggs and fleshbangs through those floors
oh really ?
i dont really know how to fix this beside adding my own box collider on every tile lol
im pretty sure railings are "TRIGGERS" and the mesh colliders do not have TRIGGER turned on so you dont phase through them, but the top of the railings have an edxtra collider iirc that ISNT a trigger
i tried logging the collider yesterday and im not sure about that
but i installed the whole game project like in the audioknight tuto so i can see everything
ill look at this later
oki
You fix it by not making the tail drag because xenos don't really drag their tails
Try turning off gravity for the tail see how it looks
it does in alien isolation and it does add to the feeling
lets imagine we have the floor collision working tho, if i remove gravity it will behave kinda like a trail depending on the xeno speed
i dont want it to be animated by hand
verticaly or horizontaly ?
Probably horizontal for slow movement and definitely b vertically when chasing
well
it will inherit the whole body motion
so if the xeno does have his hips moving up and down with its run animation, the tail should get a similar motion
butT i need animation ! D:
right now i really need a walking and running animation
and maybe an idle
i dont have blender and if i wanna make animation i could directly in unity
butT
im not good at those
Yeah that's fine
especially here i need like a accurate xeno running animation to see if that motion works for the tail
idk who proposed to do those recently
should i go look for someone in #1210315682613436446 ?
Wouldn't hurt
yoo that's so cool!!! i think the model should be a lil smaller tho on account of its head clipping thru the doorframe XD
(unless it's canon and it just uses its acid to clip and the wall magically resurrects itself)
It's probably going to hunch over for actual animation
ah k
yeah the animations will correct that
loving how detailed and high effort you're going with this
gonna be a very popular mod once it's out for sure
thanks ;_;
Mhm mhm mhm!
owno
i am trying to make something, but due to how zeekee made thing its harder than it should
so if anyone could show me how to patch something ill appreciate
talking about this bit in PlayerControllerB
private bool NearOtherPlayers(PlayerControllerB playerScript = null, float checkRadius = 10f)
{
if (playerScript == null)
{
playerScript = this;
}
base.gameObject.layer = 0;
bool result = Physics.CheckSphere(playerScript.transform.position, checkRadius, 8, QueryTriggerInteraction.Ignore);
base.gameObject.layer = 3;
return result;
}
whats wrong with it?
apart for the layer switch not making sens to me
well, that makes it impossible to change the player layer
cuse this shiat is gonna revert it
ah but changing player layer can break other scripts in the game
you wanna be careful changing layers of things
but ye you could prefix patch it as a bool
oh wait
its a return function
i just want to quiclky change a player layer to make him yeet through the floor
ye but have you checked when that function even gets used by the game?
aka would it even be an issue
did you add a delay before setting it back?
i dont set it back
i mean i would when im done, but this crap is not letting me
aka im asking when you trigering you code to change back
you triggering it after the player stops falling?
when my player enter a collider i change his layer and put it back once it exit it
its all the time by what i witness
well it triggers it all the time if the player isnt marked as in SpecialAnimation
num2 = (inSpecialInteractAnimation ? 0.06f : ((!NearOtherPlayers(this)) ? 0.24f : 0.1f));
mh
so you wouldnt need to patch if you mark the player to be in specialAnimation
in special animation is used when being grabbed or something ?
but if you still want to i can tell you how to do it
I think its used for bracken snap
not sure i could check
like to see which option would be more likely to break stuff
its used for RedMechAI to grab the player
same for ForestGiant
its used by 30 functions in the game
my goal is to make the player fall through the floor like if there was a hole
and 36 functions set it
oof
PlayerSpawn animation uses it too
so the solution seems to be just set the player to be in special animation before throwing them xD
lets hope no other mod is having this attribute as a core thing
[HarmonyPatch(typeof(PlayerControllerB), "NearOtherPlayers")]
public static class NearOtherPlayersPatch
{
static bool Prefix(PlayerControllerB __instance, ref bool __result, PlayerControllerB playerScript, float checkRadius)
{
// Your custom logic here i just reimplemented the orginal function to show how it would look
if (playerScript == null)
{
playerScript = __instance;
}
__instance.gameObject.layer = 0;
__result = Physics.CheckSphere(playerScript.transform.position, checkRadius, 8, QueryTriggerInteraction.Ignore);
__instance.gameObject.layer = 3;
// Return false to skip the original method
return false;
}
}```
this is how you would patch it if you still want to do that
that patches it to do the exactly same thing like i said in the comment in there
only difference is where the return is set
which is __result
and where should i put that
in your own mod dll
as its a class it can go into a new class or just below everything in any class and its be treated as a new class
nothing more to do, just add a script like this and boom ?
well you need to Harmony patch initialise it still if you aint doing that already
im not
but like i said the better solution be the specialAnimation
i dunno anything about patchin
how does your mods awake() look like
the .dll one
as if you using a template it might already have it pre done
the plugin script ?
i guess ye
private void Awake()
{
Logger = base.Logger;
Assets.PopulateAssets();
Xenomorph = Assets.XenoAssets.LoadAsset<EnemyType>("Xenomorph_EnemyType");
var tlTerminalNode = Assets.XenoAssets.LoadAsset<TerminalNode>("Xenomorph_TerminalNode");
var tlTerminalKeyword = Assets.XenoAssets.LoadAsset<TerminalKeyword>("Xenomorph_TerminalKeyword");
// Network Prefabs need to be registered first. See https://docs-multiplayer.unity3d.com/netcode/current/basics/object-spawning/
NetworkPrefabs.RegisterNetworkPrefab(Xenomorph.enemyPrefab);
RegisterEnemy(Xenomorph, 9999, LevelTypes.All, SpawnType.Default, tlTerminalNode, tlTerminalKeyword);
Logger.LogInfo($"Plugin {PluginInfo.PLUGIN_GUID} is loaded!");
// Required by https://github.com/EvaisaDev/UnityNetcodePatcher maybe?
var types = Assembly.GetExecutingAssembly().GetTypes();
foreach (var type in types)
{
var methods = type.GetMethods(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static);
foreach (var method in methods)
{
var attributes = method.GetCustomAttributes(typeof(RuntimeInitializeOnLoadMethodAttribute), false);
if (attributes.Length > 0)
{
method.Invoke(null, null);
}
}
}
}
okay ye you would need to initalise Harmony in there
and how is it done ?
there multiple ways this is one
Just the Harmony var and the patch function is all you need
after that it will look for any Harmony patches in your mod
alright thanks
but you should try setting the specialAnimation and see if that works
ye the __result only used if you want to affect a functions return value
im cookin sum acid blood fun
xD and what happens if there nothing below it?
pepsi
drinking some rn
the game already has blood decals 😄
so what, i just taint them green ?
yep
a
make a copy taint
so base game can keep using the orginal and you use the modified copy for your alien 😄
you should be able to do all of that in code btw make a copy of it and taint it
well it doesn't lol
@rapid tendon i patched the method to put back the previous layer instead and it works really well
i hesitated to rewrite it to use overlapshere instead of checksphere to remove the layer problem, but im unsure about performances
how often is it being called? overlapsphere really isnt that bad for end performance as long as youre not calling it every frame or something
and even then its probs not gonna be noticable unless youre on a super low spec machine or youre doing something truly heinous
its every frame
well its not exactly every frame but based on this condition so pretty much every frame num2 = (inSpecialInteractAnimation ? 0.06f : ((!NearOtherPlayers(this)) ? 0.24f : 0.1f)); as it was in Update() or it was LateUpdate() dont remember now its base game thing
what are they trying to accomplish? reading up in the thread now but a physics check like that that often seems like something that'd be unnecessary in most cases
they are not the ones running it base game is
and its switching layers constantly making his custom logic mess up
hmm I read this as them planning to switch to overlap sphere to avoid the layer switching problem altogether, wasnt sure on the use case or how that would fix it exactly tho but was trusting their judgement
I belive he trying to accomplish a throw style thing that ignores floor collisions to make players fall to floors below and so on
xeno hurt -> xeno bleed acid -> acid do hole on floor -> stoopid player fall in hole
im changing the player's layer to the vain shrouds one which collide with pretty much nothing
effect is workin nice
hoping for no side effect
I don't think burning a hole in the floor is gonna be viable ngl
wdym viable ?
like
lotta effort to make it work for a gameplay effect that might not even be that good in practice
i needed a pause from the usual ai + i still miss animation to go on
and well its working
tho now i need qualified people to do :
- acid blood particle effect
- acid splash decals
- one gigachad shader guy to visualy fake the hole
i've looked for some shader tuto but i just dont have any base knowledge to follow them
and i believe LC is using HDRP... thingy... that is not making life easier
but yea its a fun lill gimmick i wanted to try my hand on
hmm I've done a hole simulation before for a ground slam ability in my personal project that causes the ground to split apart
I'll take a look at that and see if that could work similarly for your purposes
all it does is use an intersecting mesh on another mesh and says "hey dont render the part where they intersect"
to precise the imagined thing :
since we cant just do a hole on any mesh, we want to fake it so...
i thought of it like a 2 part prefab : 1 cylinder and 1 plane
the plane sit ontop of the cylinder and will be used as a window that will render the cylinder interior
bonus point if the effect works when a player is in the hole
if i really keep this idea of acid splash hole but cant have visualy fake hole, it'll probably be like a puddle that was deeper than you thought
you essentially just wanna create a window in the mesh then, which can be done by using the stencil buffer
anything that you think might look good for the gimmick
very first step is yes to not draw a part of a mesh
and then if possible add something else so we dont see the unity void
this is what it looks like right know
insert blood.jpg in your mind
ooo very nice, very smooth
yea, definitly better than trying to teleport the player down
shame it's not convenient to make like
a decal on the bottom
climb up with a ladder
with the stencil the hole should be visible both ways
even if the drop goes down like 2 floors?
ye just need to add logic to find if there is a floor below, if not then the hole will have a set depth
acid blood boring its way down through 18 feet of reinforced concrete structure
yeah it just cuts out a part of the mesh and doesnt render it, so the hole will be there as long as you can see it
if we want to make the hole dig more than one floor, i think we're just gonna put another hole instead of one long
no no you misunderstand me
goal of that is to be able to render a fake interior for the hole, but to not render it in the middle of a floor
well if we manage to make something with this, its noice
imma sleep... tomorrow mornin i will finally leave the clinic i am in since january
...to go to a specialised structure thing that is kinda the same but will help me more...
i am worried about the network quality over there tho, i really wish i will still be able to do my things
oh yea that would work
thats better 4G speeds than i get in my room
butT at least you have wifi/cable
my room has no signals comming in xD
and my cable actually broke a few days ago and im lazy to fix it as its a 30m run
how are you workin/playin then ?
playing i get 5000+ ping as im grabbing wifi from the corridor by risking one of my devices on the floor for someone to hopefully not step on 🙂
i cant even watch youtube in 144p ;_;
i hope i get moved to the 2nd floor, they got acceptable ping there
oh jeez that sucks i'm sorry, yeah hopefully you can get moved or they can do something about it being so garbage
;_;
While i am stuck here, maybe some people could work on the animation and sound i need ?
Nice
well
its still shit
butT !
if i share connection while my phone is literraly outside the window
now i need to find solution to protect it from weather and see if battery will hold
not including said phone cuse im taking the picture but u see
what in the nine hells
oh it is the bathroom window btw
....is there lead in your paint?
Why would your phone need to be outside to connect?
idk what is the building made of but heh, i got internet now
now i hope im not gonna forgor it there for a maid to accidentaly yeet it
you know its a multi story building its same when you enter some stores how your signal goes bye bye
but alot of the major stores now relie on those signals for tracking stuff so they typically install internal transmiters that grab the signal from outside and spit it out inside
main reason is all the metal they use in walls and so on
Fair nuff
but ye for @tawdry lark i would recommend trying a signal booster
but then ye multiple people will benefit from it..
probs making the connection slower if more people connect
so probs a separate router that lets you accept an wifi connection and share it on a new SSID be good but idk if there is a commercial option for that
aka phones can do it but i mean something with better antennas for longer range
butT im still hospitalised... kinda
I made a post in mod collaboration to hopefully find peope to help get this to a publishable state
I hope you'll get better! 
.
Smh
ok fixed
i tried using animations
i dunno what the hell i touched that messed up the whole thang
im starting to think ill need to make this a paid job to have animations x_x
Skibidi hippity hoppity hot
Free time you have now alot
damn
guess imma go again with ugly ass placeholder animation made my me
i have a blender export ready for the xeno model ripped from alien isolation 😄
hey guys sorry to pop out of nowhere, im just new here and recently had the urge to create a xenomorph mod
cool to know lotta people are into porting the xenomorph into LC as well 😄
this is so cool!
That looks kinda fire how high the vert counts on that bad boi tho?
gonna have to check once im home 😁
my idea is different from the alien isolation xenomorph though, idk if it sounds too extra or what but
im assuming very high given its a direct rip from alien iso 🤣
What's your idea for how a xeno would work in LC?
sorry for the info dump but its gonna be like this
You're not allowed to apologize if I'm asking you directly for it
That's not how that works
Xenomorph Mod
first stage - landmine esque xenomorph egg
spawns a facehugger upon explosion (spawns 1 but very rare 2-4) (oobworld egg thingy style)
second stage - jumps on players and functions like a snare flea latch into player (oobworld spider + snare flea)
infects a player then dies after 5 - 20 seconds
third stage - player dies and a chestburster spawns and runs away (bracken scared ai)
fourth stage - transforms into a xenomorph and functions like a bracken, also clings to ceiling like a snare flea. scared by shotgun shots and can die from multiple shots and will priority players who has a shotgun, when shot will drop an acid blood entity (damages), and attacks like in alien isolation (mimic inspired code maybe)
thank you, its an unhealthy habit i understand
any thoughts? like i know it sounds like a lot of mumbo jumbo but gave much thought about how it keeps the lethal company monster design
Seems to make sense to me
Would fully grown xenomorphs not be able to spawn naturally in this case then?
very rare versus eggs which can be very common
Gotcha
i think the random infection counter where the facehugger dies can create tension, having no idea whether the facehugger died from a shovel slap or successfully infected a player 😁
at least through the eggs system, xenos can be present whether on low tier moon via eggs or on high tier/eclipse moon
i think oobworld mod has this purple egg thingy plus spiders which do exactly what those facehuggers should do
I'm glad the general agreement is that the xeno would be a stealth killer
riight? as should be. super excited to even contribute just a little for the community
hmmm should we try ripping the dead by daylight xeno model?
Well so

Any high poly model is gonna look kinda ass in LC so while, yes it'd be cool to have a primo model like that, we'd also wanna intentionally butcher the quality of it
I really should start working on an alien moon (and potentially an interior too later)
will the egg system fix it? since the counter is to just not get close and activate the eggs or shovel slap the facehuggers while theyre on ur face
If either Isolation or DbD have low LOD versions of those models, that would be perfect
ill try to intentionally butcher the quality, and aside that i have another model in mind... half life 1 avp mod drone model
That might end up too low quality? Idk how good it is
either that or ill try to low polify the alien iso model when i get home
omg imagine a sevastapol moon
ill give it a check later
It is on my to-do list anyway :p
I was referring to the half life 1 version btw
Idk what it looks like
yeah ill send the half life 1 version later then try to low polify the alien iso model
or maybe to make it easier, just pixelify the textures
exciting! what else is on ur to do list?
Im gonna drop new content soon, but main focus is going to shift towards learning interiors. I think I pretty much know every in-and-outs about making moons. You can try out Seichi for reference until I finish the rest of them. 😛
But I’ll be putting out more moons later on too that are still on my to-do list 
Seichi?
Japanese themed moon with a bunch of unique features if I can pat my own shoulders a bit 
ohhh! sounds sick! ill save it for later
Can you send me the blender file of that Xeno btw, I’d like to check out some stuff about it on sunday (thats when Im back at my pc)
sure! gonna send that later plus a bunch of other stuff as well
Lovely!
nah nah nah lowering the poly is also gonna help, trust
Vert count is something that is more important. If its to high res of a mesh its gonna tank performance
mhm
wha is happenin over here
@hard hemlock we need to discuss the ideas, but youre hired cuse of that motivation
gee! thank you! i appreciate it
and sure! im up for discussion anytime! my work can be flexible sometimes i can be very busy, sometimes very free. just let me know what needs discussed 😁
first, do you have skills that may be usefull for the production of the mod ?
well i have simple knowledge about modelling and animating in blender, willing to learn other fields outside my expertise though
well i am in deep need of animations
so even if they are not amazing the'll do for the development time
also i do audio mixing too! tried doing a chestburster death sfx
i do need sound too yea, and on that subject you are free to give sounds idea for eventual feature that i didn't do
ill do my best to provide, no promise it'll be fast though, is it okay?
since we're doing alien, any thoughts about using the alien isolation model + animation instead?
as a placeholder maybe?
no worries
well i am already using a model, and alien isolation one is probably too much for LC
how about the hl1 avp mod alien?
dunno about this one
using this one atm
im assuming ill only be animating the hip and up since the legs and tail are done ingame?
legs with the walking, tail with the physics
right?
you have to animate everything except the tail
legs system should work along animation
and head will be overriden when needed
also no root motion unless specified
would love a moving one mate
no u
that foockin thumper came to annoy me when i test the xeno vent kill
@umbral pike Any update mate ?
Currently doing the retopology but I won't be home for the next week so can't do anything more.
Guys i am getting sick of networking stuff
even tho now i think i understand how its done
i mean the process to translate what i have done to work with rpc is so confusing, i am affraid to broke what is working
and its also very annoying to test
Eventually you'll get so good at it you never need to test it (what I've done for my last couple entities)
But you'd need to have written your code with rpcs to begin with for that unfortunately
Just keep in mind u can't do a serverrpc inside a serverrpc and a clientrpc inside a clientrpc
Which is why u can't do clientrpc's inside, let's say, HitEnemy, you have to do a serverrpc that calls said clientrpc
Or just have all the local code there since everyone runs hitenemy already
what id love right know is a private session with someone to help me translate some of the stuff so maybe i get the hang of it
and yeah should had done this since the beginning but i was so terrified by it back then
break down what you know you need to sync and what you don't, often you'll find after thinking about it you don't need to sync some things you thought you might, and you'll save yourself more work and confusion in advance
@sullen fox @summer cloud what do i use if i need the server to know which player requested a server rpc ?
Just add a parameter
yes but what kind
For players index in the startofround.instance.allplayerscripts areay
Array
Feed it the players index
and how do i check what is the local player index ?
You can do Array.IndexOf(array, localPlayer)
And that returns the integer index
alright ill test that
im making very tiny baby steps with network
i started rewriting from scratch
1 method at a time
🫡
@umbral pike I summon thee
@sullen fox your right im getting better at it
had a hard time "translating" some code cuse it cant be done the same in multiplayer
Mhm
Eventually you get so good you don't need to test multiplayer
My latest thing, shockwave gal, is completely networked and I didnt need to test anything, it only broke once because I accidently made a server check when instantiating an object that the client didn't know about
yeah its a lot scarier sounding than it actually is
the only thing that catches me out now is calling my RPC in a base game method chain that end up being called from a RPC without me realising/checking whilst I sit there wondering why my RPC call isnt working
well im back to the point where i need animations
and it looks like my frend has dieded
i thought we were using troodon's model
he has a model available ? also troodoo said hes busy
Ok
Xeno is almost in a publishable v0.1 state programming wise
only need is the animations and some sounds
Oh swag
which i have none
oh
its this
never had an official one
Also could you dm the animations id need to do?
i might have someone but im unsure about his disponibilities
if he is its with another model anyway so for this one your good
ill pm you that
how close are we to it being ready?
didn't touched the project since last time because i cant go forward without anims
Why does it keep removing this from my chats
idk if @umbral pike is still intrested in the project, he didn't answered my pm
nvm he dont have time for this, so still looking for someone to do it
yes
hows it going?
send me the anims i need to do
you have the model and all ?
it is, we might have to see if the hiearchy is right tho, cuse i changed and renamed some stuff
i cant export it from unity tho
Its all good
.
yeye still alive
If nothing happens in the thread for awhile it archives for a bit until someone says something in the thread, that’s why some people say random stuff to keep posts alive
I put this “.” Here for that exact reason
Ye ye
And I have zero idea on how to disable it
Prob an admin thing I’m gonna be honest
.
.
.

Hi, how is this Mod going?
I was gonna do some anims for it but havent gotten back to the project
I hope you’ll do cuz iirc thats what the project needs only for Foxynn to be able to work
I know, i been busy in terms of uni work
I just need to change some of the bone higherarchies first which takes ages
Ill have a crack at it this weekend
Completely understandable, life comes first as always ^^
.
since i'm kinda done with https://discord.com/channels/1168655651455639582/1300938706852642932 and that @quartz canopy proposed to do some animation, i should be able to work on this again soon™️
the motion tracker mod would honestly pair so well with this
how is the mods progress going?
thats awesome, i cant wait
cant wait to make lethal isolation a thing
give us a sneak peak pretty please 🥺
no sneaks , no peaks 
well
there is nothing new to show since when i paused this project to work on the cabinet
im waiting the release of that last one to proceed
owno u didn't

😥