SpectateEnemies
Allows you to spectate enemies when dead.
Last updated | 3 months ago |
Total downloads | 4546985 |
Total rating | 112 |
Categories | Mods Misc BepInEx Client-side |
Dependency string | AllToasters-SpectateEnemies-2.6.0 |
Dependants | 4322 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100Rune580-LethalCompany_InputUtils
API/Library for creating Unity InputActions with in-game re-binding support. Provides an alternative UI that allows for supporting mods to have in-game re-bindable keybinds.
Preferred version: 0.7.7README
Spectate Enemies v2.6.0
by alltoasters
https://github.com/EBro912/SpectateEnemies
Installation
Requires the latest version of BepInEx 5 and InputUtils. After both have been installed, drag SpectateEnemy.dll
into the BepInEx/plugins
folder in the game's root directory.
Usage
When dead, pressing your "Swap" key (default: E) will swap between spectating players and spectating enemies. When spectating either side, you can left click to move to the next player or enemy as normal. The mod will also remember your last spectated enemy, as long as they are still alive.
Pressing your "Flashlight" key (default: RMB) will toggle a flashlight on your spectator camera to see enemies and players better in the dark.
Pressing the "Zoom Out/Zoom In" keys (default: Scroll Wheel) while spectating an enemy will zoom the camera in and out. This can help with bigger enemies that are hard to see at default zoom.
Keybinds
You can set your keybinds in the in-game keybind menu. The following SpectateEnemies keybinds correspond to these default controls:
"Swap between Players/Enemies" : E "Open Config Menu" : Insert "Toggle Flashlight" : Right Button "Zoom Out" : Scroll Wheel Down "Zoom In" : Scroll Wheel Up
Config Menu
Pressing your "Menu" key (default: Insert) will open the config menu. Clicking the box next to an enemy's name will enable/disable spectating that enemy.
You can also find a config in BepInEx/configs/SpectateEnemy.cfg
, although I wouldn't mess with this file unless you know what you're doing.
If you would like to hide the controls tooltip on the right side of the screen, open the config file and change the Hide Controls
option to true
.
API for Developers
You can utilize the SpectateEnemies API to gather information about what SpectateEnemies is doing for use in your own mod. After adding SpectateEnemy.dll
as a reference to your project, you can use the SpectateEnemiesAPI
class to access the API functions.
Currently, three pieces of information are exposed:
SpectateEnemiesAPI.IsLoaded : bool
Returns if SpectateEnemies is loaded and ready to run, useful as a sanity check before you start querying other SpectateEnemies functions.
SpectateEnemiesAPI.IsSpectatingEnemies : bool
Returns true if the player is spectating an enemy, or false if the player is spectating another player
SpectateEnemiesAPI.CurrentEnemySpectating() : GameObject
Returns the GameObject
of the enemy that the player is spectating. This is the parent object, so you can access information such as the EnemyAI
component.
Example Usage:
if (SpectateEnemiesAPI.IsSpectatingEnemies) {
GameObject enemy = SpectateEnemiesAPI.CurrentEnemySpectating();
Debug.Log(enemy.GetComponent<EnemyAI>().enemyType.enemyName);
}
// Prints: Flowerman
Custom Enemies
If you are creating custom enemies in your mod, they MUST have an EnemyType
for SpectateEnemies to be able to find it. Otherwise, the mod will be unable to spectate your enemy. If you do not want your enemy to be spectatable, ensure they do not have an associated EnemyType
. (A better solution for stopping enemies from being spectated is planned for the future)