R.E.P.O. Ping System
Adds a team communication ping system to R.E.P.O., inspired by Fortnite and PEAK.
Features
- Quick Ping: Middle click to place a marker where you're looking
- Smart Detection: Automatically detects what you're pinging:
- Walls/floors/cart = Go Here (blue)
- Items/valuables = Loot (green)
- Enemies = Enemy (orange)
- Radial Wheel: Hold middle click to choose from 4 ping types manually (Go Here, Danger, Enemy, Loot)
- 3D Preview: When pinging items, enemies, or the cart, a lit 3D preview appears inside the ping marker
- Object Tracking: Pings follow moving objects (enemies walking, items being carried, cart moving)
- Arm Pointing: Other players see your right arm point at the ping location for 1 second
- Multiplayer Sync: All players see pings, previews, tracking, and arm pointing in real time
- Audio Feedback: Each ping type has a distinct sound (only heard within 20m)
- Auto-fade: Pings last 4 seconds with a smooth fade out
- Screen-Space Rendering: Pings render as screen indicators, visible within 15m
- Distance Display: Shows how far you are from each ping
- Fully Configurable: All settings adjustable via BepInEx config (F1 with ConfigurationManager)
Controls
- Middle click (quick): Place a ping (type auto-detected)
- Middle click (hold): Open radial wheel to select ping type manually
- Right click: Cancel radial wheel
- Release on center: Cancel selection
How It Works
- Aim at any surface, item, or enemy
- Quick click middle mouse for an auto-detected ping
- Hold middle mouse to open the selection wheel for manual type selection
- Move your mouse to the desired ping type and release
- The ping appears where you were aiming when you first pressed the button
- Pings follow moving objects and are visible within 15m
- All players with the mod see the ping, including 3D preview, tracking, and arm pointing
Installation
Install via Gale, r2modman, or Thunderstore Mod Manager. Manual: copy REPOPingMod.dll to BepInEx/plugins/.
Requires: BepInEx 5.x, REPOLib 3.x
Changelog
0.2.1
- Async preview rendering: preview capture spread across 5 frames (no more freezing)
- Uses RenderTexture directly (no ReadPixels GPU stall)
- Previews now work on received pings without freezing
- Rate limiter: max 1 ping per player per 0.5 seconds
- Disable instead of destroy components on clone (no dependency errors)
0.2.0
- Arm pointing: other players see your right arm point at the ping for 1 second
- Uses the game's spring physics system for smooth arm animation
- Harmony patch on PlayerAvatarRightArm for multiplayer sync
0.1.1
- Object tracking: pings follow moving items, enemies, and cart
- Audio range limit: ping sounds only heard within 20m
- Cart preview: full cart rendered even when pinging the handle
- Improved clone cleanup: 10-pass loop with try/catch eliminates dependency errors
- Ping duration reduced to 4 seconds
0.1.0
- Multiplayer preview sync: other players see the 3D preview via object name matching
- Object name sent over network for exact identification
0.0.3
- Smart auto-detection: items = Loot, enemies = Enemy, walls = Go Here
- Cart detected as Go Here with 3D preview
- Enemy pinging with 3D preview (safe cloning)
- Fixed clone crash with enemy scripts
- Fixed player grab colliders being pinged when crouching
0.0.2
- Screen-space rendering (no distance limit)
- Only visible within 15m range
- Distance display on pings
- Lit item preview with studio lighting
- Doors are now pingeable
0.0.1