Omniscye-Security_Droid_Enemy icon

Security Droid Enemy

Adds a Drone that hunts anyone holding valuables. Warns first, then stuns!

Last updated a week ago
Total downloads 13351
Total rating 0 
Categories Mods Monsters Client-side Server-side
Dependency string Omniscye-Security_Droid_Enemy-1.0.2
Dependants 5 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2100 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2100

README

Security Droid Enemy v1.0.2 - 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.

This is not just another monster. This 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 holding valuables if it sees them. No loot 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 – Moves around the map and may idle if it feels like camping a spot
  • Not killable – You deal with it. You do not delete it

Player tips

  • Hear warning sounds while holding loot? Drop it or commit and run
  • 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 becomes a valid target only 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 still holds 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 does not stray too far from the action.

Anti Cheese

  • Avoids rapid retarget thrash
  • Ignores recently stunned players until cooldown expires
  • Requires renewed vision before re-engaging

Networking Model

Authority

Host owns AI decisions, timing, and stun resolution. Clients mirror visuals only.

Signals

Clients send small reliable events when they start or stop holding valuables. The host maintains a map of valid thieves.

Pose Stream

Host periodically broadcasts position and rotation at a modest rate. Clients smooth motion with interpolation to keep it stable even on higher latency.

Effects

Warning and stun effects are triggered by the host and echoed to clients. Audio and light cues stay synchronized to avoid desync.

Join In Progress

Late joiners receive the current spawn and immediately mirror drone pose and state. No invisible attacker issues.

Performance

  • Minimal runtime allocations
  • Conservative physics queries
  • Short fixed updates

Credits


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