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Better Teleporters for Lethal Company
Hey!
Just started using the mod today and wondering if there's any easy way to see item names?
A list in the ReadMe would be helpful, i'm not a modder but looking to have the Lock Picker added to the included items,
Is there a resource dump of internal names somewhere?
title.
honestly im not quite sure what the intended use is for radar boosters in vanilla.
they feel like a waste of gear outside, considering you can sneak past dogs normally.
they feel a waste of time inside, considering they're heavy and need to be hauled in and out and they'll only be deployed in areas that have already been scouted.
thus, i would like to float the idea of making them usable in the teleporter and reverse teleporter.
a way to give support players more bite.
As title says, when using a teleporter with a pro-flashlight it won't weigh 5 pounds anymore. Dropping the flashlight and picking it up still results in it being weightless.
It can be fixed by teleporting without it in your inventory and then picking it up again.
Description:
If a player is carrying very heavy items when they teleport back, when they drop the one item they are carrying then they will get a massive speed boost, that will last until they teleport again while not carrying anything heavy
Reproduction steps
1: Launch Lethal Company as a squad of any size with a teleporter and 3 steel plates and a reactor core / any other two handed large heavy item.
2: pick up 3 of the steel plates
3: target yourself on the teleporter
4: press the tp button then quickly pick up the reactor core/heavy big item
5: (you should tp)
6: step off the tp (if you drop the item while on the tp you will die of fall dmg)
7: drop the item you are holding
8: observe speed buff
Not so much an issue as a question. I tried to follow the same naming conventions for the flashlight and key, but the Shovel didn't come through. Was wondering if there was something I was missing when adding it to the configuration.
While the Inverse teleporter works fine.
Using 1.1.1 and the same config for both.
KeepItemList = KeyItem,FlashlightItem,WalkieTalkie
Regular teleporter drops everything everytime. We all used the same mods with the same configuration.
I could be misunderstanding the config but when I change the KeepItemList it also effects the items that are allowed to be kept when using the inverse teleporter even though KeepItemlistInverse was not changed.
Example:
KeepItemList: KeyItem
KeepItemListInverse: KeyItem,FlashlightItem,WalkieTalkie,RadarBoosterItem
When the config is set to the settings above it still drops these items when going through a inverse teleporter: FlashlightItem,WalkieTalkie,RadarBoosterItem. When I add these items to KeepItemList it lets me keep the items when using the inverse teleporter.
KeepItemList: KeyItem,FlashlightItem,WalkieTalkie,RadarBoosterItem
KeepItemListInverse: KeyItem,FlashlightItem,WalkieTalkie,RadarBoosterItem
Lets me keep all the items specified when using the inverse teleporter
You know that one glitch in the base game that makes it so that you can gain a lot of speed by picking up an heavy scrap object right before getting teleported, does this mod remove that? I want to remove that bug.
Since it's kinda helpful if realy need to teleporting some good loots without dropping any item, since this mod kinda overwrite mod KeepItemTp, thanks alot.
The configuration file (cfg) states that 'DrainPercent' represents the percentage of total charge that battery items lose when teleporting, with a default value of 0.5 (equivalent to a 50% loss). However, the observed result is that 20% remains.
## The percentage (as float 0 to 1) of total charge that battery items lose when teleporting
# Setting type: Single
# Default value: 0.5
DrainPercent = 0.5
# Only 50% is retained, not a 50% loss;
Trying to get this mod to allow the teleportation of the following items:
LethalThings: Flaregun (ID: Flaregun), Emergency Flares (ID: FlaregunAmmo), Remote Radar (ID: HandheldRadar), Rocket Launcher (ID: RocketLauncher)
Lategame Upgrades: Medkit (ID: MedkitItem), Diving Kit (ID: DivingKitItem), Wheelbarrow (Item ID: ShopWheelbarrowItem)
Mod does not seem to be accepting any of those IDs and the items will not teleport with you.
my KeepItemListInverse are both set to KeyItem,FlashlightItem,WalkieTalkie,SprayPaintItem
But spray paints aren't teleported with me.
I have BetterSprayPaint by taffyko but it still doesn't work when I disable that mod.
I also have ReservedSprayPaintSlot by FlipMods, but flashlights still work even though I have the ReservedFlashlightSlot mod.
grabbableObject.GetType().ToString()) will get the type of an item, like keyItem or Flashlight as you use it
By for most objects you can carry, it's a PhysProp - which covers a wide range of items like the screw, gold bar, etc.
It'd be nice if there was a config option to go by item name too.
if (grabbableObject.itemProperties.itemName == "Stale bread")
for example is the name of a custom item I made. Its type is a PhysProp.
Could we possibly allow shotgun ammo to be teleported with the shotgun?
I've been using this mod with a 2 players match and everytime we teleport with any item the teleport adds weight to the player depending on the item's weight even if the teleport makes the player drop items. this becomes an issue when we carry items from the minecraft's scrap mod which adds a lot of weight with their items.
Also, lethal things mod's items does not teleport (but adds weight).
when adding the mod we put the entire list of props so they can tp but the noise maker props dont teleport like the robot, duck, hair dryer and others, pls help
I still drop items when using the inverse teleporter. Could it be reservedslot mod that is causing conflicts?
Hi there! I found your plugin and it looks very promising.
Sadly - after some testing - I've found that teleporting people would still drop their items.
I've tried resetting the config (removing and regenerating), using older versions, not using any other mods and teleporting others instead of myself.
All of these tests had the same result of the Walkie-Talkie being dropped upon being teleported, basically the vanilla mechanic.
I haven't tested the inverse teleporter but I mainly use the regular one and I was hoping for some help to resolve this issue.
Below you will find my config file (just in case).
Thanks a lot!
IDK if it's just me, but when I teleport a friend holding a walkie or flash light it still drops despite the mod being able to keep those items? I'm using it through R2modman but I don't think that's an issue.
idk why this mod with my modpack can't work, but i will leave this issue bc i found a solucation
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