Closed joep26020 closed 7 months ago
maybe even toggle location on current location in phantom mode to troll people?
I have no clue what you mean by this. I'd also appreciate if you keep your titles more concise and elaborate more in the description.
maybe even toggle location on current location in phantom mode to troll people?
I have no clue what you mean by this. I'd also appreciate if you keep your titles more concise and elaborate more in the description.
I'm talking about people hearing your voice wherever you are in phantom mode. Like pretend you turned you character invisible and could fly. Kind of like that.
I can look into this.
I can look into this.
respawn can achieve invisibility. If you are not the host, other players will not be able to see you after rebirth, but you can still do anything. Perhaps consider adding a client respawn function.
Do you have a reference implementation?
Do you have a reference implementation?
There are two examples, but I'm not sure which one has a better effect 1 :
if (GUILayout.Button("Revive all players (Host)", Array.Empty<GUILayoutOption>()))
{
StartOfRound startOfRound2 = UnityEngine.Object.FindObjectOfType<StartOfRound>();
if (startOfRound2 != null)
{
startOfRound2.ReviveDeadPlayers();
startOfRound2.PlayerHasRevivedServerRpc();
}
}
ReviveDeadPlayers(); PlayerHasRevivedServerRpc(); Both are in Assembly-CSharp - StartOfRound.
2 :
private void ReviveLocalPlayer() // This is a modified version of StartOfRound.ReviveDeadPlayers
{
PlayerControllerB localPlayer = GameObjectManager.Instance.localPlayer;
StartOfRound.Instance.allPlayersDead = false;
localPlayer.ResetPlayerBloodObjects(localPlayer.isPlayerDead);
if (localPlayer.isPlayerDead || localPlayer.isPlayerControlled)
{
localPlayer.isClimbingLadder = false;
localPlayer.ResetZAndXRotation();
localPlayer.thisController.enabled = true;
localPlayer.health = 100;
localPlayer.disableLookInput = false;
if (localPlayer.isPlayerDead)
{
localPlayer.isPlayerDead = false;
localPlayer.isPlayerControlled = true;
localPlayer.isInElevator = true;
localPlayer.isInHangarShipRoom = true;
localPlayer.isInsideFactory = false;
localPlayer.wasInElevatorLastFrame = false;
StartOfRound.Instance.SetPlayerObjectExtrapolate(false);
localPlayer.TeleportPlayer(StartOfRound.Instance.playerSpawnPositions[0].position, false, 0f, false, true);
localPlayer.setPositionOfDeadPlayer = false;
localPlayer.DisablePlayerModel(StartOfRound.Instance.allPlayerObjects[localPlayer.playerClientId], true, true);
localPlayer.helmetLight.enabled = false;
localPlayer.Crouch(false);
localPlayer.criticallyInjured = false;
if (localPlayer.playerBodyAnimator != null)
localPlayer.playerBodyAnimator.SetBool("Limp", false);
localPlayer.bleedingHeavily = false;
localPlayer.activatingItem = false;
localPlayer.twoHanded = false;
localPlayer.inSpecialInteractAnimation = false;
localPlayer.disableSyncInAnimation = false;
localPlayer.inAnimationWithEnemy = null;
localPlayer.holdingWalkieTalkie = false;
localPlayer.speakingToWalkieTalkie = false;
localPlayer.isSinking = false;
localPlayer.isUnderwater = false;
localPlayer.sinkingValue = 0f;
localPlayer.statusEffectAudio.Stop();
localPlayer.DisableJetpackControlsLocally();
localPlayer.health = 100;
localPlayer.mapRadarDotAnimator.SetBool("dead", false);
if (localPlayer.IsOwner)
{
HUDManager.Instance.gasHelmetAnimator.SetBool("gasEmitting", false);
localPlayer.hasBegunSpectating = false;
HUDManager.Instance.RemoveSpectateUI();
HUDManager.Instance.gameOverAnimator.SetTrigger("revive");
localPlayer.hinderedMultiplier = 1f;
localPlayer.isMovementHindered = 0;
localPlayer.sourcesCausingSinking = 0;
localPlayer.reverbPreset = StartOfRound.Instance.shipReverb;
}
}
SoundManager.Instance.earsRingingTimer = 0f;
localPlayer.voiceMuffledByEnemy = false;
SoundManager.Instance.playerVoicePitchTargets[localPlayer.playerClientId] = 1f;
SoundManager.Instance.SetPlayerPitch(1f, (int)localPlayer.playerClientId);
if (localPlayer.currentVoiceChatIngameSettings == null)
{
StartOfRound.Instance.RefreshPlayerVoicePlaybackObjects();
}
if (localPlayer.currentVoiceChatIngameSettings != null)
{
if (localPlayer.currentVoiceChatIngameSettings.voiceAudio == null)
localPlayer.currentVoiceChatIngameSettings.InitializeComponents();
if (localPlayer.currentVoiceChatIngameSettings.voiceAudio == null)
return;
localPlayer.currentVoiceChatIngameSettings.voiceAudio.GetComponent<OccludeAudio>().overridingLowPass = false;
}
}
PlayerControllerB playerControllerB = GameNetworkManager.Instance.localPlayerController;
playerControllerB.bleedingHeavily = false;
playerControllerB.criticallyInjured = false;
playerControllerB.playerBodyAnimator.SetBool("Limp", false);
playerControllerB.health = 100;
HUDManager.Instance.UpdateHealthUI(100, false);
playerControllerB.spectatedPlayerScript = null;
HUDManager.Instance.audioListenerLowPass.enabled = false;
StartOfRound.Instance.SetSpectateCameraToGameOverMode(false, playerControllerB);
RagdollGrabbableObject[] array = UnityEngine.Object.FindObjectsOfType<RagdollGrabbableObject>();
for (int j = 0; j < array.Length; j++)
{
if (!array[j].isHeld)
{
if (StartOfRound.Instance.IsServer)
{
if (array[j].NetworkObject.IsSpawned)
{
array[j].NetworkObject.Despawn(true);
}
else
{
UnityEngine.Object.Destroy(array[j].gameObject);
}
}
}
else if (array[j].isHeld && array[j].playerHeldBy != null)
{
array[j].playerHeldBy.DropAllHeldItems(true, false);
}
}
DeadBodyInfo[] array2 = UnityEngine.Object.FindObjectsOfType<DeadBodyInfo>();
for (int k = 0; k < array2.Length; k++)
{
UnityEngine.Object.Destroy(array2[k].gameObject);
}
StartOfRound.Instance.livingPlayers = StartOfRound.Instance.connectedPlayersAmount + 1;
StartOfRound.Instance.allPlayersDead = false;
StartOfRound.Instance.UpdatePlayerVoiceEffects();
StartOfRound.Instance.shipAnimator.ResetTrigger("ShipLeave");
}
I think I've tried the first one before but it never worked. I'll look into it again.
I've tried both versions but no luck :/
I've tried both versions but no luck :/
Did you add it to the mod?
I really want to get this feature in but I don't have anyone to test it with.
I really want to get this feature in but I don't have anyone to test it with.
ill test with u
I really want to get this feature in but I don't have anyone to test it with.
i could be ur test dummy lol
was this tested @winstxnhdw
Not yet, don't think I can test this until I've fully recovered and can focus 100% on this.
Ok
Not yet, don't think I can test this until I've fully recovered and can focus 100% on this.
couldn't you just add a fly and noclip mod and be invisible with this?
Not yet, don't think I can test this until I've fully recovered and can focus 100% on this.
couldn't you just add a fly and noclip mod and be invisible with this?
or infinite jump maybe
I wonder if this could be possible, I know of one instance where the voice detaches itself from the player body and that's when a player gets stuck in the void, once they load in as nameless, the ESP shows their body as if they're several meters away, yet their voice still seems to come closely from the left wall of the ship. Not sure if this can be replicated outside of that one niche scenario.
It's definitely possible. But it's probably super painful and annoying to do. Even hear
sucks.
Nevermind. It's host-only.
What happened?
adadwaasdadw.
Current Commit Hash
adwa
Injector
If you selected "Others" above, please specify the injector you are using.
No response
Log output
No response
Acknowledgement