Poltergeist
Lets players freecam on death as a ghost and do various interactions.
CHANGELOG
1.1.1
- Made it so that the mod actually loads on v61.
- Fixed some issues that were making it so that the whoopie cushion interaction wasn't working.
- I haven't had the time to do full testing in v61, but this should at least make the mod work. Please let me know on Github if you notice any issues!
1.1.0
- Significant Additions
- Gave dead players a "ghost head" as an avatar. This is visible to other dead players.
- Added the ability to manifest when dead, allowing ghosts to be temporarily visible to living players.
- Added the ability to interact with a few more things:
- Loudhorn
- Remotes
- Radar Boosters
- Whoopie Cushions (activated when ghosts fly through them)
- Fixes/Improvements
- Ghosts can now see nametags over living players.
- Made the ghost light come in from more angles and no longer affect fog (This allows the light to be made more intense).
- Fixed a formatting error on interact prompts.
- Added an element to the death HUD to tell the player the controls.
1.0.2
- Fixed an issue where looking straight up/down with the altitude locked would prevent movement forward.
- Made it so duplicate camera controllers will destroy themselves (fixed a conflict with suitsTerminal).
- Made the radar screen more consistent as a ghost.
1.0.1
- Resolved an issue where CullFactory would cause the ghost light to not work inside.
1.0.0
- Started using CSync to allow creation of many more options, such as:
- Max power.
- Power regen.
- Alive for max power.
- Pester aggro timespan.
- Aggro hit requirement.
- A bunch of cost settings.
- Add a bunch more interactions, such as:
- Stopping steam valves.
- Opening/closing ship doors.
- Ringing the company bell.
- Opening/closing Artifice hangar doors.
- Pestering enemies.
- Made the ghost girl visible to dead players.
- Made the interact key rebindable.
0.3.1
- Added controls for vertical movement.
- Added a button to stop regular camera movement from changing altitude.
- Updated development environment, resulted in config name changing from "Poltergeist" to "coderCleric.Poltergeist". Sorry about that :(
- Tested for v50 compatability, everything seems to work properly!
0.3.0
- Started using InputUtils, allowing the remapping of the ghost light, accelerate, decelerate, and spectate mode switching actions.
- Added a power system that aims to prevent spam and provide an interesting scaling as the game goes on.
- Interacting with objects now costs a certain amount of power, a resource which will regenerate over time.
- The maximum power available to ghosts scales with the percentage of players that are dead, making them more powerful as the day goes on.
- Added support for additional interactables.
- Generic support for noise maker props (thanks TheBlackEntity!).
- Purchasable ship decorations.
- Storage lockers in the facility.
- Pneumatic doors.
0.2.0
- Added the ability to switch between the modded and vanilla spectate modes using the "Item Secondary Use" key (default Q).
- Also added a "DefaultToVanilla" config option to determine what spectate mode you start in on death.
- Allow teleporting to player corpses and masked players.
- Removed the "RunBarebones" option.
0.1.1
- Added two config options to make things more customizeable.
- RunBarebones: Tells the mod to not do most of the main functionality (good for people who like vanilla spectating, but want to play with others with the mod).
- GhostLightIntensity: Determines the intensity of the global light for ghosts.
0.1.0
- First release with basic functionality.