Skyhoppers Guns
Skyhopper's Guns: a buyable M1911 with mags, light, full first-person animation, random crits and jams, plus hit markers, kill feed, damage scoreboard and gunshots that lure monsters.Skyhopper's Guns
Standalone guns and combat feedback for Lethal Company. No other gun mod needed.
M1911
- Buy it at the terminal: M1911 (300 credits) and M1911 Mag (25 credits, 8 rounds). Hold a mag and press E to add its rounds to your ammo reserve. Mags also turn up as loot inside the facility with a random 1-8 rounds; the gun itself is shop-only.
| Key | Action |
|---|---|
| Left click | Shoot |
| E | Reload (tops the gun up from your ammo reserve) |
| Q | Weapon light on/off |
- One-handed first-person grip, index finger on the trigger.
- Walking bob, look sway, breathing and a strong recoil kick.
- Full reload animation: the old mag drops out, your left hand brings a new one, slaps it in and racks the slide.
- Random damage: each hit multiplies a low base damage by 1 to 4 (higher rolls are rarer). Rolls of 3+ are critical hits: the crosshair glows amber (red on the top roll) and the hit marker turns yellow.
- Working weapon light other players can see, crosshair while holding the gun.
- Jams: 3% of shots jam the gun; the slide sticks half open. Press E to tap-rack it clear (the stuck round is lost).
- Shots can hurt teammates (configurable).
- The gun rides in your hand during emotes and in other players' view.
- Ammo reserve: hold an M1911 Mag and press E to load its rounds into your personal reserve; the mag is used up. Reloading takes only the rounds the gun needs from the reserve (a dry click if it's empty). Each player's reserve is saved with the ship.
- Ammo counter (bottom right): rounds in the gun, your reserve, and any unused mags you carry.
- Rounds in the gun, unused magazines and everyone's reserve are saved with the ship.
- Fire and reload sounds included (m1911_fire.ogg / m1911_reload.ogg; replace the files to use your own).
Combat feedback (works with every weapon)
- Hit markers: an X on your crosshair when your attack hits a creature: white, yellow for crits, red for kills, with damage numbers and a metal hit tick.
- Kill feed: whenever anyone kills a creature, a line like Skyhopper > HOARDING BUG slides in on the right of everyone's screen.
- Damage scoreboard: hold Tab for the day's DAMAGE REPORT (damage, kills, crits and hits for every employee in the lobby) in the game's HUD font and colours. It also shows on the end-of-day screen and resets when you land.
- If BetterArmoryPlus is also installed, it handles these and the monster lure instead, so nothing happens twice.
Gunshots lure monsters
- Idle monsters within about 45 m may come to investigate where a shot was fired (M1911 and the game's shotgun), and monsters that react to sound hear gunshots from farther away.
- Coil-heads, Jesters, Old Birds, the Ghost Girl and other special monsters are excluded (editable list).
Multiplayer
Everyone in the lobby needs the mod. Hits, damage and the scoreboard are decided by the host.
Config (BepInEx/config/grayl.m1911.cfg)
- Gun / Damage: prices, magazine size, jam chance, base damage, multiplier range, critical threshold, range, fire rate, spread, recoil, friendly fire.
- Aim Pose: grip position, gun angle, walk bob, look sway, recoil kick, one or two hands.
- Light, Reticle, Holding: light brightness/range, crosshair size/colour, model size.
- Loot: how often mags spawn in the facility, and whether the gun can spawn as loot (off by default).
- Hit Feedback, Kill Feed, Scoreboard: markers, numbers, hit sound volume, kill feed time, scoreboard key.
- Monster Reactions: lure radius, chance and time, noise multiplier, ignored monsters.
Credits
- M1911 model: "Low Poly Pistol M1911" by CastleBravo, licensed under CC-BY-4.0 (https://creativecommons.org/licenses/by/4.0/). Recoloured, with a weapon light added.
- Fire and reload sounds: free-use sound effects provided by the author.
- Mod: Skyhopper. Code written with the help of an AI assistant (Claude) and tested in game.
