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Lethal Company
Locker
Lethal Company
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Locker
A new and unique enemy that acts as a situational threat, praying on player's perception
zealsprince
https://github.com/zealsprince/lc-locker
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2.3M
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80
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2.3MB
Dependency string
zealsprince-Locker-1.6.3
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1402 other mods
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Changelog
1.6.3
Bump version number to indicate v80/v81 compatibility
1.6.2
Fix compatibility with v73 and rebuild with new netcode patcher
1.6.1
Bump version number to indicate v69 compatibility
1.6.0
Add config option to keep bodies after a player is killed
Add config option to allow line-of-sight triggered lunges called "proximity sense"
Remove HookGenPatcher dependencies since they are already present in downstream dependencies
1.5.0
Add destruction of turrets during chases
Add destruction of landmines during chases
Slightly adjust movement turning to be more snappy
1.4.0
Fix not being able to traverse slopes and stairs
Generally improve player path finding
Slightly adjust hitboxes and speed
1.3.1
Rebuild to fix netcode patcher issues
1.3.0
Fix incorrect asset bundle causing errors
Rework blood effects
1.2.8
Bump version number to indicate v66 compatibility
1.2.7
Bump version number to indicate v65 compatibility
1.2.6
Bump version number to indicate v64 compatibility
1.2.5
Patch for v61
1.2.4
Patch for v60
1.2.3
Fix player scan searching over all GameObjects instead of just Lockers possibly causing performance issues in large levels
1.2.2
Patch for v56
Improve performance by only getting doors on spawn not during chase
1.2.1
Patch for v55
1.2.0
Rewrote state management to be mounted on the game's EnemyAI system to improve stability and mod compatibility
Thanks
Xu Xiaolan
for the initial rewrite and motivation as well as good feedback!
1.1.2
Add reaction to hit events
Fix Locker pathfinding getting stuck
Fix path calculation if off navmesh
1.1.1
Patch for v50
1.1.0
Add corpse deletion behavior in line with the consume animation
Fix reactivating for another chase if not moved during last
1.0.0
Add spawn configuration options
Add volume adjustment configuration option
Adjust eye collider to make it trigger even if something is in direct line-of-sight
Adjust navigation checks to make movement more reliable
Add new post-chase mechanic to make chases more dynamic and dangerous
Fix doors on custom levels not destroying causing infinite explosions
Fix fear effect triggering on all players on death
Slightly adjust scanner linecast to avoid thin obstacles
Confirmed compatibility on the following custom interiors
Scoopy's Variety Mod: Dungeon
Scoopy's Variety Mod: Sewer
Dantors Mental Hospital
MoreInteriors: Bunker
0.13.1
Fix unkillable enemies getting stuck if hit by the locker
0.13.0
Add normal map to model
Add more detail to the side of the model
Add overshooting again but only on scan and touch interactions
Add rotating in the direction of movement when turning corners
0.12.0
Add killing other enemies mid chase
Add exploding if destroyed / killed
Add screen shake to close encounter with player
Add destruction of doors during chases
Fix lights line of sight
Fix chasing infinitely if stuck
0.11.2
Add video preview to
README.md
0.11.1
Make kill trigger less forgiving by adding a distance check which should fix getting squished into walls but not being killed
Reduce the height of enemy agent to make light detection more likely
0.11.0
Fix non host players not being killed
Fix non host players holding lights not activating the enemy
Implement enemy re-targeting the previous target if it's activated again
0.10.0
Switched to using nav mesh for traversal to better avoid obstacles
Adjusted spawn curves to have highest probability at the start of a day
0.9.0
Held objects with lights will trigger while disregarding the viewing angle
Flashlights are still checked to have the 30 degree viewing angle
Activation by scanning now disregards viewing angle
Change chasing logic to overshoot initial target position
0.8.0
Fix map marker not being visible
Improve flashlight detection logic and make normally held flashlights work too
Implement player proximity detection and crouching to evade
Change player kill animation
Change colors and alignment of some textures
Add bestiary entry
0.7.0
Correctly patch networking methods to fix RPCs
0.6.0
Implement reverse ping delay
Implement map screen marker
Implement scan node
Improve reverse ping audio
Reduce texture brightness and tweak materials
Retopologize major parts of the Locker model
Add fear effect if Locker closes or consumes near a player
0.5.0
Finalize Locker behavior and connect to in-game spawns
Fix scan activation being relative to the Locker's forward transform
0.4.0
Add sound effects to individual states
Add LockerAI to handle various states of player interaction
Allow targeting of players holding flashlights in 45 degree field of view
Add blood effect and consume state
0.3.0
Add sparks animation
Rig and import model into Unity and set up basic animation controller
0.2.0
Create model in Blender
0.1.0
Initial project setup
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