ConfettiHeadshots
Confetti and a party sound when a player is killed by a headshot, like Halo's Confetti skull. Client side, heard and seen only by players who run the mod.
| Last updated | 5 days ago |
| Total downloads | 17 |
| Total rating | 1 |
| Categories | Mods |
| Dependency string | Ryanlt-ConfettiHeadshots-1.0.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
HoldfastModding-BepInExPack_Holdfast
BepInEx pack for Holdfast: Nations At War. Preconfigured and ready to use.
Preferred version: 5.4.2305Ryanlt-RyLib
Shared UI library for Holdfast client mods. Lets several mods add P menu tabs, a shared Mods tab, a battle map, player and kill log actions, key hints and world or minimap markers without colliding.
Preferred version: 1.2.0README
Confetti Headshots
A BepInEx client mod for Holdfast: Nations At War, based on the Confetti skull from Halo. When a player is killed by a headshot, confetti bursts from their head and a party sound plays where they fell.
How it works
- A kill counts when a shot to the head kills the player.
- Every headshot kill within
MaxDistanceof your camera sets it off, whoever fired. Only my kills limits it to your own. - The sound plays from the victim's head through the same mixer and range as the game's headshot sound. The game's effects volume and hearing distance apply to it.
- The confetti tumbles and drifts as it falls, settles on the ground or a deck, and is gone after about four seconds.
- Only players running the mod see and hear it. Nothing changes for anyone else.
Install
Install Confetti Headshots with r2modman or Thunderstore Mod Manager and start the game from the manager. BepInEx and RyLib are installed with it.
To install by hand:
- Install BepInExPack_Holdfast into the game folder and start the game once.
- Download
ConfettiHeadshots.dllfrom the latest release andRyLib.dllfrom the RyLib release. - Copy them to
BepInEx\plugins\ConfettiHeadshots\ConfettiHeadshots.dllandBepInEx\plugins\RyLib\RyLib.dllin the game folder.
Settings
The settings are under Mods > Confetti Headshots in the P menu, and in
BepInEx\config\com.ryannlt.confettiheadshots.cfg. Hovering over a setting shows what it does. Test bursts
confetti and plays the sound 3 meters in front of your camera.
| Setting | Default | Effect |
|---|---|---|
Enabled |
true |
Turns the mod on or off. |
OnlyMyKills |
false |
Only your own headshot kills set it off. |
Volume |
1 |
Volume of the party sound, from 0 to 1, on top of the game's effects volume. 0 mutes it. |
ConfettiAmount |
80 |
Pieces of confetti in each burst, up to 300. 0 turns the confetti off. |
MaxDistance |
150 |
Headshot kills farther than this from your camera, in meters, are skipped. |
Changes to the config file apply within a second without a restart.
Did it work?
BepInEx\LogOutput.log shows this on launch:
[Info :ConfettiHeadshots] Ready.
The first burst adds lines for the confetti shader, the sound, and the game sound settings it copied:
[Info :ConfettiHeadshots] confetti uses the Universal Render Pipeline/Particles/Unlit shader.
[Info :ConfettiHeadshots] party sound loaded: 112896 samples at 44100 Hz, 1 channel(s).
[Info :ConfettiHeadshots] party sound uses the game's headshot sound settings: mixer Weapons, Custom rolloff, 10 to 120 m.
Building
Requirements:
- The game.
- BepInEx installed in an r2modman profile.
- RyLib cloned next to this repo and built, so
..\RyLib\RyLib.dllexists. - A .NET SDK, for the compiler.
powershell -ExecutionPolicy Bypass -File .\build.ps1
build.ps1 compiles the mod with Sounds\party.wav embedded and copies it to
BepInEx\plugins\ConfettiHeadshots\ in the Dev profile. -NoDeploy builds without copying and
-ProfileName <name> picks another profile. package.ps1 writes a Thunderstore zip to Package\.
License
MIT. The party sound is a royalty-free sound effect.