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PingoEnemy
A slow indoor Lethal Company enemy that gets noisier over time, chases players, and explodes at maximum buildup.
CHANGELOG
Changelog
2.0.0
- Adds movement for Pingo using the indoor NavMesh.
- Pingo patrols interior rooms, rotates toward nearby players, and chases visible targets.
- Adds runtime procedural bone animation so the Luigi model walks instead of staying in T-pose.
- At maximum sound buildup, Pingo stops for 1 second, explodes, and can kill players within 3m.
- After the explosion cycle, Pingo gives the chased player a 30 second targeting cooldown before pursuing them again.
- Keeps forced testing spawns inside the dungeon and adds NetworkTransform support for multiplayer movement.
1.0.2
- Plays Pingo's audio locally on every client so non-host players can hear it in multiplayer.
- Keeps the synchronized enemy spawn from 1.0.1 while avoiding audio-only host ownership.
1.0.1
- Registers Pingo as a Netcode network prefab on host and clients before joining a lobby.
- Fixes Pingo only being visible for the host in multiplayer sessions.
1.0.0
- First public release.
- Adds Pingo as a stationary, non-lethal indoor enemy.
- Adds scan node support so Pingo is detected as an enemy.
- Adds Luigi model AssetBundle and
pingo.mp3audio. - Adds progressive nearby audio volume and looping overlap ramp.
- Disables debug and forced landing spawns by default for release.
- Sets default spawn weight to 175.