R.E.P.O.

Details

Last Updated
yesterday
First Uploaded
yesterday
Downloads
277
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0
Size
13MB
Dependency string
Omniscye-Security_Droid_Enemy-1.0.1
Dependants

Security Droid Enemy v1.0.1 - The Monsters have new security

You hear the hum. You feel the stare. Then it clicks.
If you are holding something valuable, the drone knows.
It is not just another monster, it is corporate security with a spotlight and an attitude.
A floating enforcer that patrols the halls, scanning for sticky fingers and shiny loot.
If you are greedy, it will find you. If you are careless, it will warn you.
Ignore the warning and it will fry you where you stand.

What this mod does

  • All players NEED this mod for proper multiplayer sync
  • Thief detection - the drone tracks players who are holding valuables if it sees you. No value means no aggro
  • Warning then punishment - soft warning phase. Keep clutching that shiny and it will stun you
  • Proper multiplayer - host is authoritative. Visuals and sounds are synced for everyone
  • Roaming patrol - it moves around the map and can idle if it feels like camping a spot
  • Not killable - you deal with it, you do not delete it

Player tips

  • Hear the warning sounds while holding loot - drop it or run with it!
  • Team play works. One baits, one carries. The drone only cares about who has the goods

Networking and behavior

  • Host is the brain.
  • All players NEED the mod!
  • The drone does not care who you are. It cares what you are holding and whether it can see you

For developers and modders

High level AI outline

  • Sensing - The drone uses a forward cone with distance, field of view, and line of sight checks against player head height. Occlusion uses physics raycasts to avoid wall peeks. Vision updates on a short tick to keep CPU cost predictable.
  • Target gating - A player only becomes a valid target if currently holding a valuable object and inside vision. Dropping the item or breaking line of sight clears aggression after a short decay.
  • States - Patrol, Watch, Warn, Stun, and Cooldown. Watch keeps the drone near a suspicious player without committing. Warn plays audio and lights while verifying the player is still holding loot. Stun fires if the player keeps the item through the warning window. Cooldown prevents spam and gives teams a chance to reset.
  • Patrol logic - Simple wander within a radius, with idle pauses. Patrol bias favors areas where players were last seen. If nothing is interesting, it drifts, but it will not stray too far from the action.
  • Anti cheese - The drone avoids rapid retarget thrash and ignores players that just got stunned until cooldown expires. It also avoids stun loops by requiring renewed vision before re engaging.

Networking model

  • Authority - Host owns AI decisions, timing, and stun resolution. Clients are visual mirrors.
  • Signals - Clients send small reliable events when they start or stop holding valuables. The host maintains a map of who is currently a valid thief.
  • Pose stream - The host periodically broadcasts position and rotation at a modest rate. Clients smooth the motion with interpolation, which keeps it stable even on high latency.
  • Effects - Warning and stun effects are triggered by the host and echoed to clients. Audio and light cues are kept in step to avoid desync.
  • Join in progress - Late joiners receive the current spawn and immediately mirror the drone pose and state, so there is no invisible attacker problem.
  • Performance - Minimal allocations during runtime, conservative physics queries, and short fixed updates.

Credits

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