Omniscye-Tied_Together icon

Tied Together

Tie the squad together with a leash and try to beat levels!

Last updated 7 hours ago
Total downloads 94
Total rating 1 
Categories Mods Server-side
Dependency string Omniscye-Tied_Together-1.0.1
Dependants 0 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

Tied Together v1.0.0

This mod ties players together with a rope render and makes the host the boss. Try to sprint away and the leash says nope. You stop gaining distance and get dragged back cleanly. No rubber banding teleport nonsense!!!!

What it does

  • ALL CLIENTS NEED THIS MOD - Host is the Boss!
  • Chains everyone in a strict order with an anchor at the front.
  • Host controls all gameplay settings. Clients can click whatever they want - it does nothing.
  • Rope line is synced from the host so everyone sees the same rendered rope.
  • Multiplayer safe and drama friendly LOL!

How it works

  • ALL CLIENTS NEED THIS MOD - Host is the Boss!
  • Host publishes the chain order and a packed config to the room.
  • Clients render the exact rope points and obey the host numbers.
  • If a client somehow gets way out of bounds the failsafe snaps them back once then goes right back to smooth.

Config options - host decides and everyone obeys

General

  • LinkLength: meters between chained neighbors. keep it tight or give mercy.

Visual

  • DrawChain: show or hide the chain.
  • LineWidth: thickness of the line.
  • LineYOffset: raise the line off the floor so it does not clip.
  • SyncLineFromMaster: host authors the rope shape and clients render it exactly.
  • SamplesPerLink: how many points per link. higher is smoother.
  • SagAmount: how droopy the rope looks when there is slack.

Gameplay

  • PullHardness: only used for non rigidbody fallback moves.
  • HardStopCC: allows CharacterController to get hard positioned if it refuses to cooperate.
  • ReturnSpeed: target inward speed when outside the radius. go higher to bully runners.
  • ReturnAccel: how fast we slam your velocity toward that target.
  • BlockOutward: deletes the outward part of your input at the edge so you cannot add distance.
  • HardClampMultiplier: extreme failsafe. if distance exceeds link length times this value it snaps once.

Advanced

  • UseLateUpdate: also enforce after normal movement.
  • UseFixedUpdate: also enforce during physics.

Host tip - You are welcome

Credits

Made by Omniscye / Empress - "If you run from the party I will spool you back like a cheap ethernet cable."