My very first mod!
A new simple enemy that is slow and easy to hear, but the catch is that it is invisible, and the steps it makes can be mistaken for players dropping the bell item.
https://thunderstore.io/c/lethal-company/p/Drak/BellMonster/
90 messages Β· Page 1 of 1 (latest)
My very first mod!
A new simple enemy that is slow and easy to hear, but the catch is that it is invisible, and the steps it makes can be mistaken for players dropping the bell item.
https://thunderstore.io/c/lethal-company/p/Drak/BellMonster/
Don't be afraid to applaud my fantastic icon.
π
Thank you for the YouTube tutorial again.
What if the brass bell was called the freak bell
β€οΈ
I forgot to even package my assetbundle with the dll when I first uploaded it π
Same for giant specimens for me lol
Took me 4 updates in 10 minutes to get it right
I made the mistake of uploading it and going to do something for an hour being so proud of myself.
Though I was paranoid about it and ended up checking so I guess that's a plus
I am tired as fuck now though since it's 6am lmao, if anyone has any suggestions or can point out anything wrong please don't hesitate. All constructive feedback welcome :)
@ the wrong person my fault
should add the changelog to the thunderstore page @marble elbow
Will do, nothing really changed yet except for making the mod actually buildable lmao
Got it was just curious
is it just an .md file for changelog also? in markdown?
Si
ok pog
Should already be included in example enemy when u build btw
prob just yeeted that shit by accident
Thank you sir π«‘
β’ Added CHANGELOG.md
W ping
does anybody can explain me this monster ?
Hello! The Bell Monster is an invisible monster that is easily noted by the continuous bell noises it makes while it walks. It does not move significantly fast and easy to avoid if caution is taken to avoid it. It has the same spawn rate as a Coilhead would and it spawns on all moons.
I could upload some gameplay examples at some point if that would help!
how much damage it does ?
Since it is slow and easy to hear I made it quite dangerous, it can one-shot someone who is hurt and two-shot otherwise.
Subject to change, as it everything else, as I haven't done thorough testing with groups of players yet (my friends aren't in the Lethal Company mood as of late π )
I'll go ahead and update the description on the site to better describe the monster.
okok
?modder 131524264288452608
Added role Modder to ._.drak
Yay! @marble elbow you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.
@marble elbow i noticed while testing the bell monster that since it has a collision box, it pushes you through walls when it chases you
i mean it doesnt happen too often because you just die most of the time but it still happens
Ah okay. I noticed that only while testing with god mode on so I thought it wasn't going to be an issue.
I could make the collision box smaller but I'm not sure if that would outright fix the problem itself.
Could also just up the damage.... nahhhhhhhhh
one of the scp mods has a similar issue
and the modder said making it smaller could work
Hmmmm okay.
I was thinking I could mess around with the code to set a delay to keep chasing after a hit. I think I have seen that in other mods.
Might fix it also.
but alternatively you could maybe make the collision box further back
But I'm also neck deep in finishing Uni coursework right now π
Oh true, didn't think about that.
yeah that one seems like it'd be the easiest/most reliable
i love the mod but i KNOW my friends will look for any issue with new mods and try to get me to disable it
I'm glad to hear it :)
And thank you very much for the feedback.
I will implement and test a few fixes to see which one is most reliable and get around to pushing a new version as soon as I can.
also this is unrelated but i think it'd be neat if SOMEHOW you managed to kill it that it'd drop a bell
I don't think that would be insanely hard to implement.
It is currently unkillable by default but I have played around with thoughts of making it killable.
for the idea of this monster i would recommend giving it maybe 20 or 25 hp so that killing it is only realistic with a shotgun
maybe even more and it could be a group effort thing
i do like the idea of its just a monster you want to avoid, so i think the bell drop should just be a normal bell so it wouldnt really be a reward but an easter egg
I agree with those ideas :) Thank you for the input.
i noticed that the bell monster (ill just call it belle from now on) has trouble pathing in the wesley interior toystore
it cant get out of the mainroom
it might be because of an incline that gets in the way of the collision box?
idk but if thats the case maybe making the collision box float just a little bit would fix it
Hmmm okay, thank you. It might fix alongside the other fix for collision box mentioned above.
I will set aside some time later to work on both of these problems :)
I'm out of the country for a month but will try to add changes and update for v56 asap.
Just don't expect it to be very soon π
I did some quick playtesting and have a bit of feedback:
The roaming sound is great. I think you can't hear it from as far away as a regular bell, that also makes it difficult to avoid since often you can run into it without having much time to react.
When you drop and pick up a bell you also make a "pickup" sound and i think that should be imitaded to closely resemble a bell being picked up and dropped.
The aggro behaviour could use a few changes. Personally I think the lower pitch just sounds very goofy, and having the sound be high frequenzy without changing the pitch is a better idea.
The Barber was added and kindof already fills the role of "invisible enemy with sound-ques", it even solved the problems such and enemy has. (it fades in to become visible, has telegraphed windup and moves in short jumps)
I think taking a different direction for the Bell monster would be a better idea. Make it a "possessed item": Just like nutcrackers carry around a shotgun that has a "Grab:E" prompt on it that you can see when you get close enough the "invisible bell monster" carries a Bell with it.
The Bellmonster is visible as a Bell prop at all times. When it moves the bell jumps up and down in snyc with the sound. The sounds range is as long as a bell being dropped by players (longer current vers i think)
Behaviour state 1 Roaming: triggered when noone is near the bell.
The Bell slowly moves around searching for Ainodes, occasionally it stops moving and making sound for 2-3 second. Occasionally it stops moving but keeps floating up and dropping down for 3-7 seconds in the same place.
Behaviour state 2 : (the bellmonster knows where everyone is at all times like the jester)
when someone comes close enough, let's say, the length of the manor entrance room, this bahaviour state is triggered. The Bell doesn't move or makes sounds and waits in ambush.
Goes back to state 1 if noone is inside the radius.
so they have time to flinch or react to run away
the chasing speed can be faster than the current one
Behaviour state 3: triggered when someone comes close enough to see the "grab:E" prompt. Jump up and down once for 0.5 seconds before starting to move and chase the player.
Behaviour state 4: triggered after the Bell has been in State 2 (hiding) for a random amount of time between 3 and 15 seconds. Chase nearest player with frequent jumps and sounds
The monsters hitbox and killbox is as small as the bell and moves with it when it jumps up and down. Jumping over it isn't easy but possible. Not sure if it should be killable but 5 shovel hits like a thumper/spider while it slowly becomes faster like a spider seems ok. If you can only hit it without crouching when the bell is in the air 3 hits would be better.
Those are actually some really nice ideas @prime niche
I did try to experiment with the pick up/drop sound for a while when first creating the mod but actually couldn't even find where those sounds were in the game files to reference them π
I do think the idea of altering the Bell Monster to be more of a "trap" type monster that still has mechanics to avoid it is quite a nice idea
And also adding to a past suggestion to have maybe have some sort of unique bell that drops from the monster if you kill it to incentivise players to try and kill it
As for the sound profile of the Bell Monster, as it is right now the sound is setup exacting as a normal bell would sound in the game although I didn't do extensive testing in the edge cases of its range and such.
Overall I like some of the ideas you proposed and I will probably start to work towards moving this mod on that direction once I'm back home and then after I have all my education work finishes also (π)
there are lots of modders in this server you can ask for help with coding or looking up gamefiles
the lootbug already has code for picking up and dropping items, maybe you could make it invisible and silent and modify the AI to become the bellmonster similar to how I laid it out in the Polttergeist thread i linked above
the bell being carried/droped/picked up by the bug would already add some inherent "animation"
or modify nutcracker code idk how he spawns in and hold his gun
im here, and (humbly) can probably answer all the questions u have for enemy stuff, if u just occasionally mention you're having a problem and describe it ill respond with what ya need
Thank you π₯Ί