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ElfDevelop-DirectorMode-1.0.2 icon

DirectorMode

Dead players become directors: while spectating they secretly release monsters near their friends, out of sight. Scarier videos, no boring death screen.

Date uploaded a day ago
Version 1.0.2
Download link ElfDevelop-DirectorMode-1.0.2.zip
Downloads 11
Dependency string ElfDevelop-DirectorMode-1.0.2

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

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

Preferred version: 5.4.2305

README

DirectorMode

by ElfDevelop

Died in the Old World? You're the director now.

While you spectate the living, a panel on the right lists the monsters of this level with their price. Pick one and release it: it appears near the player you're watching, somewhere no living player is looking. The living don't know who sent it; for them it's just another monster. And since monsters make content, a good director makes the team's video better.

Controls (while dead and spectating)

  • A / D: switch which player you watch (base game).
  • W / S: choose a monster.
  • Space: release it.

Points

  • You get director points while you're dead in the Old World: 2 right away, then 3 per minute, up to 30.
  • Prices are the game's own monster costs: Zombe 1, Snatcho 3, Jello 5, Knifo 6, Mime 8, BigSlap 15, KnifoGroup 5 30.
  • At most 2 releases per 3 minutes (monsters rarely die, so the limit is over time, not monsters alive). The panel shows when the next one is allowed.
  • Revived? You're a normal player again; your points wait for your next death.

How it works

The host keeps the points, checks every request and spawns the monster itself, the same way the game spawns its waves, on a patrol point 10-45 m from the watched player that no living player can see. For the next 20 seconds the monster goes looking for that player, as if it had heard a noise, and attacks only if it actually sees someone. The panel shows the host's monster list: the level's spawn pool, with modded monsters added by DB's Content API and without monsters removed by MonsterCount (e.g. Mouthe). Requests go through Photon, so players who joined with the room code can direct too.

Everyone needs the mod, and the host decides the rules. It adds no Harmony patches, uses Photon event codes 171/172 (the game uses 20-54, HellDivers 138) and only reads W/S/Space while you are dead and spectating, when the game ignores them. The keys do nothing while the pause menu or a dialog is open.

Settings (host, BepInEx/config/ElfDevelop.DirectorMode.cfg)

  • PointsPerMinute (3), StartPoints (2), MaxPoints (30)
  • MaxReleases (2), ReleaseWindowSeconds (180)
  • MinDistance (10), MaxDistance (45)
  • ExcludedMonsters (Weeping)
  • HuntSeconds (20): how long a released monster walks towards the watched player; 0 = it just patrols

CHANGELOG

1.0.3

  • Monsters cost more: the game cost times PriceMultiplier (3 by default), but never more than MaxPoints. Five zombies now cost 15 instead of 5, so directors release fewer monsters; BigSlap and KnifoGroup 5 cost a full bank (30).

1.0.2

  • MaxPoints is now 30 by default, so every monster of the level can be saved up for, even KnifoGroup 5 (30). A config still on the old default of 15 is moved to 30.

1.0.1

  • Released monsters now go looking for the watched player: for 20 seconds (HuntSeconds) they get the player's position as a search point, the way a noise works, and attack only if they actually see someone. Before, a fresh monster just patrolled its own points and often wandered off.
  • The director sees how far away the monster was released ("Zombe released 23 m from Elf").
  • The panel counts points up at the host's rate (it used its own setting) and keeps showing them while spectating switches players. If the game can't spawn a monster, no points are taken.
  • Everyone should update: a 1.0.0 director ignores the status a 1.0.1 host sends and keeps showing "Waiting for the host".

1.0.0

  • First release.