#[FIXED!] Anomalous Ducks (SCP)
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This will be updated as I'm working on it, I decided to start with the model this time instead of the AI c:
Its SCP 1356 (Anomalous ducks) sound.
There Was A Ghost Duck And Its Gone Where Did The Ghost Duck Go?
[WIP] (SCP) Anomalous Ducks
[WIP] Anomalous Ducks (SCP)
epic...
What does this duck?
oh this is the model btw, I already finished it, will start on AI tomorrow
looks really good
@glacial kite Hope to see this release soon esp since I'mma go back to playing on v49 ^^
Current V50 Beta makes my room get so hot LOL
omg the scp ducks are finally out, thanks for making this ๐
oh jk it's WIP i can't read
i'm excited though
sounds good!
What do they do?
Damn mutant mommy's bringing out flames with all these different mods ๐ฅ Can't wait to add both this, Skulk and the Gnomes once Masa plays again
Now this... this is what we need... there isn't many scp mods like this...
:)
@glacial kite you should make the mod supportable to Orion's don't blink so they move on their own. :)
Oooo funy duk
Ooh so gorgeous !
Hope for the markipler duck
Hia, I'll be continuing development on this mod soon โข๏ธ
Yaaay
Anomalous Ducks
Version 1.0.0
- Added Saxophone SCP-1356.
https://thunderstore.io/c/lethal-company/p/Sconeys/AnomalousDucks/
[1.0!] Anomalous Ducks (SCP)
@glacial kite So happy to see you return!!! โค๏ธ been looking forward to this mod
Welcome back
๐
@tender halo You have a new mod to look forward to being added to the pack
c;
SCP-1356 refers to all of the different versions of the duckies :3
The SCP Foundation's 'top-secret' archives, declassified for your enjoyment.
1356 is only the reason for finding the ducks. but again, sax duck is all i require โค๏ธ
especially the normal duck flamingo
That mod already exists
nononono
nonononononono
Duck Description: There does not appear to be anything anomalous about this duck.
Notes: Object influences the perceptions of any subject holding it and any persons speaking to the affected subject. Object in fact appears to be a flamingo.
Status: Stored
that would be funny actually, I could make an item that when it's on the ground it looks like a duck, then you pick it up and it's flamingo
and have it still labeled as "Rubber Duck"
easily my 2nd favorite of the saga (1st is sax (duh))
oh hey, we already have a Duck of Gold in LCGoldScrap. difference is that it actually is gold and not just spray painted
of the ducks ive checked out in the log, it's safest to say the following would work out as scraps:
- SCP-1356 (does 5 HP damage every 2.5 ingame hours?)
- Sheet Ghost Duck (give it an invisible cylinder or something to make it float?)
- Candy Corn Duck
- Spray Paint Gold Duck
- Love Charm Duck
- Bandage Duck (heal 1 HP every ingame hour continuously held?)
- Blueberry Scented Duck
- Big Ben Duck (tho it'd be super annoying (actually, just forget i mentioned this one))
- Female Acquaintance Duck
- Flamingo
- Clown Duck
Omg the duck mod is finally out
Always nice for the Flamingos to get a little shout out โค๏ธ
@glacial kite is the duck not supposed to be picked up?
@glacial kite the duck has a missing pink texture bar hovering above it
oh oops
For now
o7
Version 1.0.1
- Fixed line renderer being enabled.
never thought i'd see the day
The mod broke some things for us unfortunately
We had an invisible Shy Guy, then a Baboon Hawk that died and then killed a player while it was dead and the game crashed lol
I also noticed the duck would only ever spawn next to the ship and nowhere else
Lol
Uhhh, i don't think there could be any way that was on my end. I don't change anything to do with shy guy, or interact with it at all
This I'll defo have to test
Okay, found another bug
That was potentially causing issues
My only guess would be maybe if you're touching EnemyAI in some way, cus Baboon Hawks also were buggy but disabling the mod fixed the problems
I will say in terms of the Baboon Hawks I was initially worried it was @split oracle' EnemySoundFixes mod again maybe causing them to get stuck in a loop lol
Cus it did do that to the fox once
๐
Nop, not touching any base game stuff. It could just be that it was erroring out
Possible yeah, if the mod was throwing errors in any way it might have been breaking other enemies somehow
The Baboon Hawk situation was weird, my friend said they killed it but then the dead body of it killed them
then game hard locked
Version 1.0.3
- Ducks will no longer follow subjects outside.
- Fixed a bug that caused the ducks to break.
a Baboon Hawk that died and then killed a player while it was dead
sounds like something is killing an enemy on one client and not across the server
the company cruiser had that issue before
although it's been fixed now
Yeah I wonder what would have caused that though
Duck doesn't kill anything and everything it does is handled server side so idk
^ everything that's needed to be
also testing a new random method on it too to potentially bring to both ACA and gnomes
One that's always going to be the same for everyone
Lmao if it makes you feel any better my initial concern was it was Buttery Fixes breaking shit again
๐
After the mishap we had yesterday
I'll have to see if my player-prev.log had anything in it
I do wonder if ButteryFixes or EnemySoundFixes caused any problems today, I still can't say for certain all the client issues were fixed but clients were able to use the scan command properly and the other desyncs I informed you of were fixed
im nearly certain neither would've caused that baboon hawk issue
i'm not sure if you have any other issues with vanilla content but i can't be 100% responsible for errors with other modded content
it is true that i might be doing stuff that breaks them, and compatibility could be improved in such a case, but conflicts are inevitable when you have mods touching the same systems, unfortunately
My friend said it was going in and out of the facility a lot when it happened so it's very possible it was Starlancer Enemy Escape somehow
As for the Invisible Shy Guy I have no idea
lol
?modder 140173896400764928
Added role Modder to sconeys
Yay! @glacial kite you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.
Do you ever plan to update AbandonedCompanyAssets again?
;o
^
Yay
New random if it's working will fix a lot of the issues with ACA in particular
I miss ACA but that mod was plagued with so many bugs, been waiting months for you to hopefully return and fix it lol
Is just the reality of a first mod xd
XD
Which it looks like the seeded random is indeed working
c;
Okay, I have fixed a couple bugs, one more to fix and I think it'll be stable
Version 1.0.3
- Ducks will no longer follow subjects outside.
- Fixed a bug that caused the ducks to break.
Version 1.0.4
- Duck will no longer move when looked at.
Is 1.0.4 being pushed? โค๏ธ
The current version is still 1.0.3 lol
o
This thing just follows me around everywhere I go, what's the lil' guy do?
do the ducks do anything besides follow you around
||nope __________ ________ ________ ___ __ ____||
there might be a little knot to this mod in one of projectSCP's upcoming teasers xD
ohhhh? ๐
Threw you a little dm xD
if you're asking what it does, then all it does is just teleport behind you and play a trumpet noise, it does nothing else, and it will teleport every 60 seconds.
im not sure if this is a known bug or not but the duck spams logs and lags the server when no one is inside
it constantly tries to teleport to a player but cannot
Yeah I've noticed it too just remove the mod the dev isn't modding atm
Wouldn't complain, I like the model from Containment Breach more tbh
Soooo... about that.
Anomalous Ducks
Version 1.1.4
- Rewrote a lot of the code for the Saxophone SCP-1356. It now works completely as intended and works properly in multiplayer. When it can't find a player to teleport to, it will reset it's timer (which is now properly sync'd in multiplayer also) meaning it wont insta-tp when a player enters. It also no longer looks at players when being looked at; kinda like the Gnome from #1221654830607499296 (Similar code used). Along these lines it will also now properly pick a random player to teleport to, instead of just following the host.
TL;DR Your ducks are fixed & functional!
I've been working on a game project, which has allowed me to refine my understanding of C# and make me code not so buggy. As well as working on other projects on the side. Lethal Company is what allowed me learn C# initially, so going back and fixing this code is uh...interesting. (It's pretty bad). Anyway; still not sure how active I am, but I've had a new breath of fresh air coding wise which has made me want to fix previous coding badness.
https://thunderstore.io/c/lethal-company/p/Sconeys/AnomalousDucks/
@deep jasper
[FIXED!] Anomalous Ducks (SCP)
When the player it's following moves away/a timer
Appears near a player randomly
plays the og sound from containment breach
holy peak
Welcome back lol
Yay
Anomalous Ducks
Version 1.1.5
- Small hotfix. Added a check to one of the statements to make sure that the player that the duck is trying to look at cannot be null.
https://thunderstore.io/c/lethal-company/p/Sconeys/AnomalousDucks/
See if you can recreate that bug
It honestly probably hasn't popped up for most people, because in order for it to happen literally nobody has to be in the facility while the duck is spawned xd
Specifically, after its teleported to someone
Having Anomalous Ducks enabled can fill the log with this error in v73
[07:15:11.2234864] [Error : Unity Log] KeyNotFoundException: The given key '1599205276' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <1071a2cb0cb3433aae80a793c277a048>:IL_001E)
Unity.Netcode.RpcMessageHelpers.Handle (Unity.Netcode.NetworkContext& context, Unity.Netcode.RpcMetadata& metadata, Unity.Netcode.FastBufferReader& payload, Unity.Netcode.__RpcParams& rpcParams) (at <d961951ab868489cbec1aa9b2480688f>:IL_009B)
Rethrow as Exception: Unhandled RPC exception!
UnityEngine.Debug:LogException(Exception)
Unity.Netcode.RpcMessageHelpers:Handle(NetworkContext&, RpcMetadata&, FastBufferReader&, __RpcParams&)
Unity.Netcode.ServerRpcMessage:Handle(NetworkContext&)
Unity.Netcode.NetworkBehaviour:__endSendServerRpc(FastBufferWriter&, UInt32, ServerRpcParams, RpcDelivery)
AnomalousDucks.src.DefaultADuck:TimerServerRpc() (at C:/LethalModding/Anomalous Ducks/Plugin/src/DefaultADuck.cs:204)
AnomalousDucks.src.DefaultADuck:DoAIInterval() (at C:/LethalModding/Anomalous Ducks/Plugin/src/DefaultADuck.cs:183)
EnemyAI:DMDEnemyAI::Update(EnemyAI)
AnomalousDucks.src.DefaultADuck:Update() (at C:/LethalModding/Anomalous Ducks/Plugin/src/DefaultADuck.cs:78)