Scrap with your enemies using your fists
https://thunderstore.io/c/lethal-company/p/SlapItNow/LethalHands/
572 messages · Page 1 of 1 (latest)
Scrap with your enemies using your fists
https://thunderstore.io/c/lethal-company/p/SlapItNow/LethalHands/
was just trying this mod out a minute ago and fyi you can punch while masked kills you
noted thanks
will config be added?
ye
?modder 261900591540731913
Added role Modder to dooglett
Yay! @solid bough you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.
could you add first person as a config option?
Oh yeah i noticed that too LMAO
I wondered this too but I realized it uses whatever your LethalEmoteAPI uses and as far as I know there's no way to set specific emotes to be first person only and not all of them
wait so basically it wouldent be compatible with any emote mods if it was first person? or it just isnt possible
no it's compatible I just don't think you can set one singular emote to be first person if you want to keep all the rest of them in third person
i can damage my friends and enemies as host but clients could not damage me
don't know if they could damage enemies, their first opportunity to try it was a thumper that mauled them
o ye just realized, that part was done months ago so haven't paid attention to it these past weeks
it's fine in the code though so idk what's happening here
on a fresh install (unless there's some cached config that's hidden somewhere) it is 1st person for me while preserving 3rd person for emotes (I specifically disabled 3rd person for all the animations in my mod), check your LethalEmotesAPI 3rd person setting (first thing I do in the video, you want it on Normal). Works with TF2Emotes which is built on the same API and TooManyEmotes (both wheels work)
https://youtu.be/1Sl63wzmnPo
just uploaded v22.0.4, changelog so far since initial release btw :
v22.0.4 :
v22.0.3 :
v22.0.2 :
The madlad did it! 🥳
RMB is mapped in the function that sets control tips from what I remember
opted for "Left/Right Click" in the end
Never really thought of this until recently, but once I get a moment, I'll setup an import option for emotes to allow them to force start in third/first person regardless of settings so that we don't have to change people's configs
I'll ping you once that's been pushed, probably later today
Legend
noice
that'd be cool thanks
You may want to make a post in #mod-showcase - I'm sure a lot of people would be interested in this but not know about it
maybe after adding whiff audio cues ? could show off an entity encounter that shows it's weaker than an actual weapon
v22.0.5 :
anyone else having this issue btw ? was finally able to test online mode with a friend and had no problems
Oh awesome you made a thread! I am really happy you are still updating and making it work even better with each update.
Thank you for the config! Now I can confidently square up against spiders and nut crackers
It's been super fun in solo
Ah wish I was home, would love to test if me and friends can pvp each other with this mod, I'll try it next chance I get!
i'm crying i set it to 0.01
YEAAAAH GET THAT FUCKING BIVHNYEAAAAAH
a monster being jumped by a whole squad would also be funni if people can get footage of that
PUT EM UP
if we could have like
the secret ancient technique passed down from generations used to incapacitate our enemies
like full on kung fu panda type power move
@solid bough 1.12.5 coming out soonTM. Two new import parameters. I think using both of these should solve the problem
edit: it's on thunderstore, nuget should get it soon
epic
btw is it normal that you drop all items when activating the thing
ye, didn't want to allow people to punch with items at first and figured people would want be to be as light as possible while fighting anyway, but a friend pointed out that it could be funny to punch with scrap in your hands so I could make it a config option if it plays nice with the animation
i expected it would be like lethalphones wherein if you pull up the phone with an item in your hands you drop the item
but items in the rest of your slots remain
though the emergency 0 weight button is nice in practice
Funny enough on the last version, maybe because I have reserved slots, but when I'm in square up and pick my shovel, I hold the shovel by the handle
So I got
Left punch
Right jab with the shovels hilt
could also do just current item ye
so after pvping a buddy I got down to critical, and my helmet model became stuck in place after I died on my spectate pov
also when i got critical'd I just got stuck in place
clip from yesterday
does setting the damage to less than 1 (like 0.25) work?
dunno, will test with my buddies later when they're on
I hope this awesome mod will be applied to values like 0.25, 0.5
good mod, tho
Shouldn't be able to work, the health is an integer value, basically no demicals
If I remember correctly
dang
Think I mentioned this, but technically could work if you had a separate tracker per entity for the number of time hit, and only apply damage on some multiple (4 for 0.25 damage)
it would be very cool if the damage can be reduced below 1 just tried 0.25 and it didn't work
it'd be cool if there was a config to make it so instead of being dependant on rng, what decides if your punch does damage is a counter that registers every time you've hit an enemy, and every few times you land a hit it deals damage
Literally what I said lol

shush
you expect too much of me
LMAO
i literally did not read what you said jfc 😭
Latest version broke something for me where I couldn't punch anymore or scan, so I reverted back to 22.0.6
The same happened for me ^
does it break when it's the only mod installed ? Mind providing mod lists if it's fine after isolating it ?
Sure I can send my list, does a code work for you?
Also I was able to scan as soon as I disabled only lethalhands
ye code is good
018fcb9e-b83c-311b-db0f-25ea3f59c6a2
yup, can confirm the same thing is happening to me, unable to scan, and while squared up cannot punch D:
I am also having this issue
from testing within a modpack of my own and yours, TooManyEmotes seemed to be the issue (which should be resolved now), but before I publish the fix can the others confirm that it's the only mod that caused that problem
I tested with my modpack, and only TooManyEmotes caused the problem
Not sure if this is a known issue, or if its being caused by something else. But if you square up with an inventory you drop everything, is that intended?
Assuming only I am having this issue then?
you can also pick up items while squared up
So idk if you pick up a shovel and then start punching if it deals MORE damage
I don't think you can use items while squared up though can you?
Issue I'm currently having is if I toggle between squaring up or not while having items my guy drops them all and I have to pick them back up
see this
Ah I see I see, it just confused me at first cause you can still grab scrap while you are in squared up mode, and can exit it just fine. But going into it drops everything. A config that would allow you do just not drop everything would be nice to have.
grabbing scrap should exit the mode though is that not the case ?
but the sacred texts should be forbidding it
Oh, yeah I can grab items while throwing hands lol
The sacred texts have lied to you 😔
Try BeginGrabObject
Not sure of the diff off the top of my head, but I patch that for my mod for disallowing grabs
You could probably squareDown there too
Yeah that is true, I have been in Square up, then picked up my shovel which looks funny because it looks like I'm using the handle to hit monsters with and does count like two hits.
It's probably my mods, but I started doing this because no amount of punching would kill anything, it does do damage but it never registers a killing blow, I still have to kill things with a shovel so...
Dual wielding my fist and my shovel is the best way to kill things while still punching them.
im unsure if this can be fixed, because of how EverythingCanDie separates hit registration
between "melee" hits, like shovels, knifes and modded items, to explosives like rockets, and landmines
if it can be fixed or the mods can be compatible that would be great!
since ECD is very customizable and is paired with Sell Bodies
but otherwise the alternative "KillThemAll" works for my punching needs
@plush mountain forgot if you were still maintaining the mod, but yeah there seems to be a bit of an incompat here
sorry for the ping!
I'm also aware of other problems, so I think I'll take a look at them today and fix this problem as well as the others that I should have already fixed.
fun fact, I have no idea where the incompatibility is, Everything Can Die uses postfix type patches + never does return unless the mob is a radmech
I don't think it's an Everything Can Die problem.
weird 🤔 i just assumed it was ECD because of the two options to disable different types of hits
and if i turn that mod off the punchy works
but your right because the log never showed me any errors, cuz according to the game i am doing damage
as evident that if i punch a thumper to 1Hp and smack it with a hammer it instantly dies
so i do wonder how is Lethal Hand conflicting with ECD?
the only thing that comes to mind is that for some reason the "isEnemyDead" variable is set to true when it shouldn't be.
but I'm not sure since he seems to take the damage from what you said anyway
aaah that might be it? 🤔 using another mod called "Hitmarker by Zehs"
it registers in its own chat log everytime i hit and do damage
this includes when i get bad rng rolls and actually do 0 damage
additionally it also shows when i "Kill" and enemy, which has always been accurate
with ECD, Hitmarker & LethalHands, i can see im doing damage, supposed to have killed thumper
yet the thumper continues to live, not until i get a shotgun or shovel and hit it
that it actually register a kill hit
another thing i dont understand, my code doesnt even seem to run, there are no logs regarding Everything Can Die when in truth there should be regardless of anything
what the!? man such a conundrum, programming this game must be quite weird
my respects to you and Doog for continuously making updates!
I found and solved the problem, it was related to the check of the item that was in hand. if the item was null the function exploded without giving an error. for this reason it took me a while to understand where the problem was
oh! awesome! man your really good at this
nice!! thanks a lot <3
does this require EmoteAPI?
Im using toomanyemotes and lethalemoteapi seems to be causing some issues
Because there is no dedicated custom animation API for lethal company,
This is one of the more unique ways to get around that.
So I imagine the EmoteAPI is necessary
what issues are you noticing? They should work together last I checked. I can take a look into whatever is happening
I fixed it I think it was just a key bind conflict
Is this client sided?
Doubt it
Walking up to a bird and punching it
weird, the emoteAPI wont let me use the computer
was messing around with lethalhands just now and had the same issue
thankfully i had #1247268133283299348 and used their manual inventory fix solution to get things working again
it'd be cool if u could hold down the button to charge up a punch that deals more damage
whereas quick button clicks will allow u to do faster punches but less damage
that way people have the option to do spam punches or serious punches
Do you have any logs of that? I thought that got fixed months ago
And a profile code so we can test it
Whenever I load into a lobby by myself to test stuff, my punch cooldown speed is not what I set it to. I have it set to 0.3 but the cooldown doesn't actually seem to adjust until more people join the lobby
In fact, it seems to have even LESS cooldown as each additional player joins the lobby
the cooldown behaves strangely
having it set to 0.01 doesn't work the way it did before where you could crazy spam click
if you spam click, youll punch even slower then if you kept a specific slower rhythm
you also cannot spam click alternate punches, alternating is slower then just spamming left or right
this probably isn't noticeable if you keep the regular 1 second cooldown but below that it becomes very noticeable
same issue here
Would it be possible to either disable or add a toggle for people being able to punch tulip snakes and snare fleas off their own head? This mod essentially disables snare fleas entirely as it stands.
I think it might be nice to just toggle whether or not a specific enemy can take damage from the fists
ok so #1 this is the best mod ever
also the punch cooldown config is not accurate
i swear its maybe triple it?
even on 0.1 its slow, I had to put it to 0.01 to not get stuck in the cooldown
And little change for the stamina settings, current its takes a percent of current stamina, for better compat with stuff like lgu I'd say make it an constant time, I'm guessing you are -= the sprintTime value by sprintTime(configfloat)?
if its -= 5(configfloat) it would allow for lgu bigger lungs to give you more punches the more stamina you have
Where do you set the keybind? its J but its not in the config or settings
maybe you already figured it out, but just in case!
fusing "LethalCompany_Inpututils" you can press "start" go to control keybinds
and it should allow you to change for keyboard and controller that activates Square Up,
there is no config to manually set this outside of the game
(replying to this by memory, if this doesnt work, will check tomorrow for you X3 )
I see, thanks
yeah i had same issue during solo testing
punch cooldown was slower than what i set it
but then in actual multiplayer game it was actually what i set
can confirm here
seems like for some reason the punch cooldown is inaccurate when not in a round
but once you're actually on the moon it corrects itself
Do you have morecompany enabled?
For me, it depended on how many people joined the lobby. With two ppl, I was able to punch 15 times in 10 seconds then when 3 people were in the lobby, it became 23 times.
I did not pay attention to whether or not it became faster than 0.3s cool down as the lobby hit 7 people
But ideally I should be able to get 30ish punches with a 0.3s cooldown
Hey, just as an fyi I'll be post patching your LethalHands.LethalHands.SquareUp() method for compatibility with my mod Drama Mask
Let me know if you have any plans that'd mean that function won't there in the future, thanks
ah the first 2 are probably the same? the cooldown seems in addition to the animations?
like rn I feel like no cooldown is comfortable for me since the anims are already a cooldown?
uhhh thats weird yeah
ahh ok never used inpututils, I thought that was added to the vanilla settings
Thank you for still keeping this updated and making it more compatible, this is among my favorite mods 😁
this is good, my last major grip is just making the stamina cost be fixed to an amount of stamina instead of a percent
rn having max stamina upgrades with lgu actually makes punching much much more expensive and harder to regen from
This^^^
It's incredible how fast some of these issues get fixed. Thank you!
would this mod have any weird interactions when dropping items from additional slots?
like from lethalthing's utility belt or flipmod's reserveditemslots mods
Based on the code it shouldn't since it uses vanilla methods to do this
so uh a little glitch i found
i set the drop mode in only the one im holding
and when it was a double handed item...
well lets say it was glitched in my hand
what happened though, details would be useful for the dev
it was clipping on my hand
while i was using the punching feature
so like i could see it in my hands
and inventory
and even tho i stopped it
i could not drop it
was someone else hosting the lobby or u btw?
any errors pop up in the console or nah?
i dont remember cuz i didnt record or checked the console
Oh I remember this happening to me before, by any chance do you remember getting grabbed by a Masked?
Before the item got stuck in your hand? (And vanished from your inventory)
To me it happened while testing the new "don't drop items when squaring up" and the other option on that menu, I think its "able to square up with item on hand"
On testing I kept getting killed by masked, getting the same visual glitch you did. so I only disabled "square up with item in hand" and I never had that issue again
(Granted, I also haven't let masked kill me while squared up and holding an item 🤔)
no i don
im trying to replicate ur glitch. i also have the same drop mode, but when dropping double handed items with lethalhands.. i dont see anything weird.
does that issue consistently happen everytime u do it?
if ur okay with sharing profile code, id like to have it to test it.
I think it only happened once
Might be other mods but idk
I didn't had any mods that messed with inventory
yes its possible for other mods in combination with lethalhands to cause the issue
id like to figure what mods
but idk what mods u had so thats why i was asking for the profile
I'm not at home rn
ye its fine. just drop the code whenever u have the time.
btw did this glitch happen while using the latest lethal hands update?
Ye
Hold on let me uh
So I remember that I had the config to only drop the held item
And I went to "punching mode" then I went back and it was glitched
ey i had an idea
what if the item that the player is holding
like an scrap item
would impact when punching others?
like imagine youre holding a big bolt
and you click right mouse to hit with it
it would deal more damage wouldnt it?
like deal more damage based on the item's weight
and also the stamina drop when punching with the item
like punching someone with a goldbar would deal alot of damage but would drain all of your stamina
Punching somebody with an easter egg and both of you combusting
🔥 yeaa
didn't plan to expand on held items given I didn't intend to have that feature in the first place (and cause for some items it gets pretty hard to see) but if more people are on board then ye maybe
i think we should do a poll
gonna last 2 weeks
but i dont really think we should do it on this channel
people mostly wont see it i think
I mean I could make it a config so it doesn't affect people that don't want it, no need to count people against it
yea honestly
thats way better
so well, have a great day and take your time if youre actually gonna do it
oh yeah, and 2 handed items?
I like the egg idea, feel free to share more funnies if you can think of them and I'll look at it what I can do if I do it
what's up with 2 handed items
the robot becomes quiet and frowns once you hit a wall with it
how we gonna use them to punch?
cuz well when punching with a 2 handed item
yk it just the normal animation
i think there should be osmething else on it
like ooohh imagine the employee raises it and slams it down
unsure if I can modify how the held items stick to the player
ye but if the item keeps following your right hand then the animation kinda fails
no I get what you mean
you kinda raise it sideways so it "connects" to the other
what I'm saying is I have no control over how the item is animated, only the player model
hmm
hold on so
the item is sitck to the player's hand like this right
hold on let me draw something real quick
imagine the employee uses the normal hand position but moves his arms
the other hand just copies the moves
oh yeah we have to think something to the knife and shovel
cuz if you left punch you end up also using the item
dealing more damage
what if the shovel connected to the other hand by rotating it towards it
and when you hit with left you deal more damage but takes more stamina
cuz thats the metal end of the shovel
and when you punch right you deal less damage but takes less stamiina
Hmm you would need to make a new "punch" animation for two handed. The imo the best way would be to do a hammer swing
Like bashing the enemy with it like a hammer
yea i was thinking something like that
like a cartoony hammer swing
Hehe yeah exactly XD (Animaniacs is awesome)
how come i only got the fists to work (atleast in v55) for a brief moment
apparently doing something with the config broke it, but even reverting back to the old one didnt do much
I haven't had any issues with fists in v55, maybe it's a mod conflict on your side?
yeah i deleted uhh
Lobby Compatibility
it worked and i was pretty like
stoked
but then i rejoined (with slightly different config)
..and then it broke
when i say it breaks i actually mean the game itself
i cant read consoles all that well or anything but it looks like numerous mods are failing, or maybe conflicting
What mods do you have?
Are you on v55?
holy shit i think it was Corporate Restructure making it conflict
i just deleted it and it worked again..
Honestly you shouldn't be using CorporateResturcture anyway - super outdated.
Try using OpenMonitors instead, much more up-to-date and also open source.
Oops disabled replyping out of habit. @fringe junco ^^^
try using general improvements actually
you can customize the monitors
BetterMonitors in GeneralImprovements is extremely laggy
there's a fairly lengthy report about it in... one of these channels, I think it's the BepinEXFasterLoad channel
Yup
for w/e reason lethalhands and lethalconfig crashes on startup
maybe im dumb but I cant fix it atm
Hello, i have some trouble with this mod. When i try to interact with the computer it give me this error. I have to force close the game with ALT+F4. When i start the game right after, it look like it corrupt the save. Here the mods i use. I am missing something ? (V56)
Thank you for help.
Taken a brief look since I'm on mobile, try disabling terminalAPI and anything that relies on ot, fairly sure it's pretty outdated, last I checked quite a few things wouldn't function even on fresh modpacks.
Anything that modifies terminal stuff you should disable of this doesn't work. In the latest version some terminal related stuff was fixed which is probably why some mods are scuffed.
@stiff canopy
When I switched over to the hit count system it made punches deal a fixed 10 (now 20 as of v55) damage to players regardless of what is set in the config, would people like this changed so it scales properly ?
5 punches to kill a player sound alright, personally my friends don't get the urge to fist fight as much as I punch them in the back of the head XD
Indian if it's an easy fix then won't affect anything else, you can make it scale so that people can customize whatever they want it
But if it's difficult to do or it starts causing problems elsewhere, then keep it as it is
what if holding down both left and right click at the same time put u into a high guard and u move slower but also take slightly less damage
not sure how i feel about only taking 5 punches to kill a player.. feels too easy imo
To add to the High guard suggestion, a charged punch sound like great auditions if lethal hands get expanded with more moves
And true 5 punches is easy, but it's why I mentioned I hardly get the chance to pvp, my friend group only mess around for a few minutes before we all head to bed, so first to five punches is very much to our alley
But I know a different group who do pvp would want to change these values
should items be able to be used while punching others?
4
8
poll jumpscare
Hello, I'm having a problem with the mod. The mod works only the first landing, but then stops to work every round after that. Every time I restart the world, I am able to use the mod for only one day again, and then stops to work. Are there any solutions for this?
can have a look at it tomorrow, it's probably a mod incompatibility so modpack code (or list if it's smol) would be appreciated
@solid bough, thank you for an awesome mod, my friends will now not stop killing each other and ruining our run. its glorious. Just FYI, i (think) i've found an incompatibility with Quadmesh's YippeeKeyMod. if they're both enabled, you can't use the terminal or start the ship, but one or the other is fine.
thank you for playing it
as for the incompatibility, I found that YippeeKeyMod relies on an older version of CSync, and if you update that it bricks the method that is called when you join any lobby which I patch in order to have your LethalHands' config match the host's, and so my whole mod goes down with it (which includes terminal/lever checks to exit you out of fighting mode)
downgrading CSync back to 2.0.0 allows me to use both mods without issues (though I've only played for 2 mins so who knows), if YippeeKeyMod is the only mod depending on it then that's something you can try, otherwise you'll have to ask Quadmesh for an update
Amazing, thanks for taking the time to describe that. I did wonder how recently the Yippee mod had been updated/whether the author is still active with it. i'll give the Csync downgrade a go first. thanks again!
For some reason the animations at the top left started bugging out all of a sudden, making the character duck and flash whenever I press J or punch. I even disabled every other mod except for lethal hands and its dependencies but it still happens 😦
I've had the same issue, in an ideal world I'd have my animations not be registered as emotes to avoid all the related features like this top left view, but that sounds like too much brain damage for something that doesn't affect how the mod plays
Honestly, I could just add another parameter for emotes to have them not call the healthbar to animate
1.13.2 coming in a few minutes with this new parameter
or I just wait for divine interventions that works too
thank
throwing hands with the bracken
Hey Doog, I just wanted to ask, how did you manage to do decimal damage to enemies? I've found that custom scraps don't like it when decimal values are set for damage, so I was curious if you had any system that was getting around that
can go more in depth if you want but essentially punches start at 0 dmg, and before applying it to the enemy being punched I increment a counter by whatever my decimal dmg is for that enemy, and if that counter reaches a whole number then I set the dmg to that instead
Haha I was wanting to make a mod like this a while back
That makes sense, though I definitely don't feel like doing all that for my scrap
Alright tysm
hi, the mod is not working on my modpack for some reason. When I press the J button, text appears at the top, but there is no punch animation
019103f2-44f7-0e5a-b603-bbf48012e6e3
seems fine when LethalCompany_InputUtils is updated to 0.7.7
yep, that's worked fine. Thank you
I found a bug. When you try to use emotes from the mod "More emotes" while you are square up the game breaks
with just lethal hands and more emotes doing any emote from that mod while squared up does cancel both but I'm still able to use both mods afterwards (console isn't spitting out anything either)
don’t use more emotes in general
replace it with better emotes
more emotes causes a lot of incompatibilities with other mods
what exactly does this setting mean? does it mean that the player that's being attacked can punch things off? or does it mean other players can punch things off? if so i would like only the latter, but not sure because the option is kind of vague
I think both but I'm not 100% on that
ON means you can punch off things that are attached to you by yourself, OFF you'll need an actual weapon or help from other players, which include their punches
i see, thanks
seem to be getting a strange issue, randomly my friends loose the ability to punch
fixed by reseting the game
will give a log for next time it happens
not sure if this is something you can fix but you cant square up or punch when you get snatched with snatchin bracken
Hi, I am trying to use the LethalHands mod on thunderstore, but I can't use it in the game, it doesn't do anything. I downloaded the mod and the required mods. The required mods appears in lethal config in the game so I think it works, but LethalHands doesn't work. Does anyone know what to do?
press J to pull out your hands
When I pull J it does nothing
At that point I guess you have installed the mod incorrectly
Nah I have the same problem
Maybe the solution is to reinstall the mod?
Maybe "more emotes mod" made the problem?
MoreEmotes is outdated, use BetterEmotes instead
yes thx. I found out that this mod was causing a lot of problems.
I saw that LethalEmotesAPI didn't let me join my friend, so it's maybe the issue
I will try it out
If y'all could send a profile code and log file I can take a look into it
I install the mods manually
I removed it and that didn't work either
I used vortex as mod manager, I changed for thunderstore mod manager, it works now
hmmm
Is this v60 compatible?
i personally been using it with over 165 mods with no conflicts
so far i punched a forest giant and masked to death with it
Awesome!
Why is LethalConfig a required mod?
Also, why can't the fists move while you're looking up or down? If I'm aiming at the ground, the fists aren't aimed at the ground, but straight forward.
I don't know anything about how to mod, but I wonder if you could make the fists an "item" like the shovel. You are switching to it and dropping your items. It would occupy the slot that you are currently on, showing a symbol of some kind.
I don't have any good reason for getting rid of the LethalConfig mod other than convenience. I'd apprecite it if you did it, but it's not obligatory in the slightest.
I saw you updated it. Thank you so much!
I didn't ?
It turns out LethalEmotes updated to no longer require the LethalConfig mod
THIS AINT COMPATIBLE WITH SOMETHING
What is the something
no idea but i dont have any emote mods and its one of these i think:
i know, horrible information
but thought id throw it out there
id skimp on intro skipping mod
skimp?
they tend to break shit
gotcha
"expend or use less"
this is my error btw
does it stop the mod from working?
can you send your whole log?
i have like 100 mods so idk how useful this is
well it tells me the IL patch that lethalhands and soundapi attempt in PlayerControllerB.LateUpdate are both failing, so neither mod loads properly
as to which mod is causing the incompat, yeah kinda hard to say
best method is usually to disable ~half mods and see if the issue persists, if it does, half the current half, if not then use the other half
or just disable recently installed mods if you have been keeping track
How much damage does a punch do
by default half of a shovel
Nice
is there a list of known incompatible mods for this mod or naw
I CAN TELL YOU A LIST OF COMPATIBLE MODS:
betterbreaker, surfaced, lethal playtime, bomb collar, coderebirth, some of the scps, shockwave drone, quickrestart, coilhead, casino, freddy, piggys variety, country road creature, fasterdropship, vilevendeningmachince, terminal formatter
IDK WH DAH HELL THIS MOD STOPPED WORKING FOR ME
turns out, the mod is working but the animation just isn't playing
nvm i misread
Yeah so it works for some people, and then the next round comes around and then it switches for who it works for
yo would it be possible to make stuff in reserved slots be not dropped but everything in the main inv drops
I just made it drop held item because that makes sense
Just wanted to say that I really love this mod, it's quickly become a staple mod for me and my friends because it's fun to punch things, even if most times it ends in inevitable death lmao
i'll look at that in the future
Just dont think it fits for reserved slots since when not being used that are displayed being attached on your suit
@solid bough do you mind making the default hotkey for "throwing hands" the scroll wheel button (clicking it)?
or could you make a config editor option to allow for us to set a default hotkey
does InputUtils not allow mouse3 as an input
it does. It would just be nice not having to worry about it. It takes away from the game that we have to go into the settings and change the hotkey.
I'm making a modpack, and a few mods require players to change hotkeys so things work
this mod is one of them. Another is the CustomEmotesAPI
oh in that regard, gotchu i'll look at that as well
InputUtils supports global config, so you shouldn't need to rebind every modpack
this applies to anything that uses InputUtils
What do you mean by "global Config"
tl;dr Global means the keybinds persist between profiles
oh! I have to download LethalConfig, I assume
everyone still has to setup their keybinds once, but it remembers your keybinds even if you switch profiles
Local == per profile settings
ah
so, if I sent a code rn, would the inputs I set carry over? I tweaked the inputs in the game keybind settings.
Of course, you'd have to choose Local
I believe so yes, if they chose local
When captured by the Walker, the screen while in the stairwell is black
@solid bough There's a compatibility issue with Diversity: while in the stairwell, the screen is black. If you could check why this is the case, that'd be appreciated.
did some testing on my side and it's cause of LethalEmotesAPI
I can take a look at it when I get a moment, is "the stairwell" a tile added by Diversity?
it is
it might be because of the custom animation when you spawn into the stairwell
there’s an intro animation where you pull out a camera and look through it iirc
so as I am someone who doesn't play this game much, do you know how to find this "stairwell" in diversity? I finally have time to look at it, but I can't seem to find this tile
Download the poltergeist mod. Upon dying, switch off of the normal spectator mode, putting you in freecam mode
From there, you can look for the stairwell. It’s far away from the interior.
@sly lodge
oh I thought this was Diversity
Wait, what do you mean by “tile” then?
oh you meant for freecam, I have Imperium so I'm good on that front. the problem was I haven't seen this stairwell
It is far away from the interior, but I don’t remember which direction.
on the normal map or some specific tileset?
fixed it in 1.15.5
Awesome!
Is there a video of these puppies in action?
there were a few old videos, probably still works the same
latest I could find:
#1242100521767014461 message
ive been getting problems with the mods
does this mod not compatible with any other mods?
some emote modes from what I remember
it should explicitly work with all emote mods
unless you have experienced otherwise
didn't it break with better/more emotes?
nope
emotesapi stuff (and by extension this) have always worked with those mods except for very early on (early on being last year)
Is there a log I can see it on?
last time it broke was a few months ago, so no
could always just send your dependency string and we could see if there's any incompat stuff
can you show me how to get the thingy?
im using the thunder store
you have to go to a profile (the one you're having issues with), then to "settings" and then go to "modpacks"
then you just copy and paste it here
only big offenders I can find here are LethalThings and HD Lethal Company, since both are quite outdated and prone to breaking
I just don't know if they'd be the ones messing with Lethal Hands
ok i will check them out
sadly its still doesnt works (kinda)
sometimes it works
sometime it doesnt
when it doesnt works the game wont let me press any buttons except walking
itd be pretty cool to be able to make it so that punching does not stun enemies, it feels way too effective to punch thumpers since they stop in their trakcs
Just nerf the damage and range imo
Because idk if they chould change that
yea i have, but I'm not sure if the damage config even works really since imperium is just telling me I'm doing -22 damage no matter what
Imperium aint accurate for modded stuff haha
oki
i still think that stunning an enemy is a bit too strong for punching so if it's possible i think it'd be an amazing addition as a config option to disable it
the -22 dmg is so I can uniquely identify punches, could have gone for 0 but figured some other mods would also use it someday (it recalculates the dmg before being it's applied to enemies which allows me to simulate non integer dmg), and I use the combat system from the game itself, can't really avoid secondary effects like that unless i remake my own system (lol no)
back to being ded
reloading the lobby gives this error, should i be worried?
i have killed every killable enemy at least once with this mod.
i have the punch damage set to 0.5
i started using this mod today
was coming here to report the same thing
Not seeing a keybind option for this mod
tis right there, would you happen to have more mods that could cause issues ?
afaik, no.. I have other mods for different weapons but I can't imagine why that would interfere with keybinds here
orr.. I could just relaunch the game and the tab show up apparently. tbf it was late last night so I could've skipped right over it
thanks for reminding me to check again lol
@solid bough Could you make it so squaring up doesn't make you drop items in reserved item slots?
Also, the item still appears in my hand when squaring up, even when it shouldn't be.
someone else asked for that before and I forgot about it, I haver other priorities rn but if I remember to have a look at it later then sure
as for your second point I'm not sure I understand it clearly, the item drops but is still visually there ?
So, in the configs, if you set it so items don’t drop when squaring up, they’ll still show up in your hands, even if you changed the configs so that they shouldn’t show up.
Like, they should be invisible when squaring up, but they’re not
oh, the "Allow items" config option isn't really about whether or not items display, it just controls if picking up an item/switching to a slot with an item makes you exit the fighting mode (if items aren't allowed but you also set it so no items drop at all, then you can still hold an item until you switch slots or pickup a new one)
just added a new config option for reserved item slot compatibility btw (@harsh garnet letting you know too since you asked for it first)
AWESOME
@solid bough There was an issue where when someone bsides the host squares up, if they only drop their main items, they become invisible and intangible. However, other players can see the items just fine, as well as pick them up. I haven't looked into it yet, so it might be due to a mod in my modpack.
Punch but right 😂
@solid bough sending a followup asking you to fix this issue. Also, could you make it so the item you’re holding is invisible while squaring up, as well as making sure the mod is 100% compatible with HotbarPlus?
If you’re only dropping the active item when squaring up, HotbarPlus moves you to the next filled item slot.
unsure about my ability to make items invisible, but i'll look at the other 2 things
I'm not sure, but I'd bet my life on this one. If you have lethalhands installed along with reserved flashlight, when you take out your fists and items fall, the flashlight will bug. To turn it on you have to press ALT, F and to turn it off the same way, and the light will no longer be visible to other players. That flashlight will be like that forever.
The F key no longer works to turn the power off and on if you don't press ALT first to have it in your hand and be able to turn it off and on.
had no issues regarding this though it might have been cause of the fix I just made, check again after the update and if it's still broken then it's most likely another mod causing it
Inpututils?
Maybe there is some incompatibility with the execution of the fists and the function of turning the flashlight on and off causing a bug.
or generalimprovents
with just lethal hands and its dependencies (emotesAPI & input utils) as well as reserved flashlights I have no issues
general improvements does change a lot so could be that as well
@solid bough lethal hands forces you drop items even if cursed with Captive from https://thunderstore.io/c/lethal-company/p/Lega/CursedScraps/
"CAPTIVE - Prevents all items carried by the player from being dropped as long as the curse is active"
dunno if you want direct compatibility or not so just a heads up
|| Both mods are completely up to date as well ||
I won't do direct compatibility like that but thx for letting me know
@solid bough is it possible to change keybind for using hands?
input utils is a dependency and lets you do this yes (squaring up)
if you mean the actual punching tho then no
Where can I change it using input utils?
it replaces the vanilla keybinds menu
Is there or will there be a way so you can't punch while being taken by a bracken? (The snatchin' bracken mod) cause currently I'm able to easily escape a bracken's grasp by myself when getting taken away by already having my fists out and punching the daylights out of him.
Basically a mod compat thing or somethin idk
@solid bough This mod is incompatible with Lethal Hands
https://thunderstore.io/c/lethal-company/p/FlipMods/BetterStamina/
Details: the fists just straight-up don't work.
Same situation for this mod aswell:
https://thunderstore.io/c/lethal-company/p/TheRabbitHole/RunForYourLife/
it broke with the update it seems, can't even get it to work by itself
might work if you turn off item dropping as a workaround for now ?
will fix when I have time and if I remember to do it
Yeah it looks like the mod needs a recompile with v70
These are the errors that are spammed:
Stack trace:
LethalHands.LethalHands.SquareUp () (at <48ff8b6ffbf34039b857b2671de71d75>:IL_0051)
LethalHands.LethalHands.SquareUpPerformed (UnityEngine.InputSystem.InputAction+CallbackContext context) (at <48ff8b6ffbf34039b857b2671de71d75>:IL_0097)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:IL_001B)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate(NativeInputUpdateType, IntPtr)
[09:26:12.5151581] [Error : Unity Log] MissingMethodException while executing 'performed' callbacks of 'SlapitNow.LethalHands.SquareUpInput/SquareUpKey[/Keyboard/j]'
mod is broken rn
you cant do damage
https://thunderstore.io/c/lethal-company/p/SlapItNow/LethalHands/
I originally forked the mod for v73, now my changes have been pushed to the main modpage itself
Awesome!
this error appears when i press my square up bind in v80 and i dont square up 😔
im not even sure if emotes api works
It doesn't as far as I know, I got busy so I haven't been able to take a look into it. Someone made a PR, but I won't be able to check until Monday night ish
I put up a PR that should fix Lethal Hands (tested between my friend and I): https://github.com/ThomasNg2/LethalHands/pull/14
@junior wadi hopefully it's not in poor form to ping you on this, pretty sure you're the maintainer...
pls fix 🙏
If Zeta doesn't respond is it possible to create a fork of the mod? I'm just curious. I'm fairly new to the mod development community.
From what I remember if the mod has a permissive license it's possible
But don't quote me on that it has been a while since I checked on that
Got it! Thx!
Here
This is where I got it from
https://lethalcompanymodding.github.io/Thunderstore/www/Community-Guidelines.html
I went ahead and put up a temp fork, hopefully it worked I'm not 100% I uploaded it to thunderstore right
Finally!!! I can run the ones with the new monsters lol
But seriously great work!!!
Oops, you pinged the wrong one- i didnt see
Byeah the fork is fine, i'll update the main one when i get a chance to
Sadly the Fix also stopped working after the latest patch: https://thunderstore.io/c/lethal-company/p/WNM/LethalHands/
Now i can give the eldritch horrors beyond human comprehention a nuckle sandwich
Nope, still works on my end... It's possible you've got other mods conflicting with it
https://thunderstore.io/c/lethal-company/p/SlapItNow/LethalHands/
Ty, i've updated the main with it now
Hi, I've discovered a bug.
If you find an item and then repeatedly press E + LethalHands to pick it up (applies to all one-handed/two-handed items), your inventory will become bugged, making it impossible to interact with it. The item will stick to your hand and cannot be dropped.
Even when you die, you still cannot interact with anything like levers, terminals, or anything else that uses the E key.
No Console Error