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LethalCommService
Lethal Terminal Utility Commands
| Date uploaded | a month ago |
| Version | 1.0.4 |
| Download link | FurryNet-LethalCommService-1.0.4.zip |
| Downloads | 110 |
| Dependency string | FurryNet-LethalCommService-1.0.4 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
LCS (Lethal Command Service)
A simple ship terminal command tool that allows all players to run command and mess with each other. Both host and client are required to have this mod installed.
Usage
- Go to the ship's Terminal
- Type
lcs
Typical Usage usually involves: lcs [commandName] [Arguments]
Argument Types
<RequiredArg>denotes required argument[OptionalArgs]denotes as optional argument and comes after required arguments<...RequiredArgs>denote as required multi-args that takes as many argument space as needed at the end of the command[...OptionalMultiArgs]Similar to required multi-args except this is optional (RESERVED FOR FUTURE)
Helps
Use lcs to show all available commands and then use lcs help <commandName> to show more a detail usage for a command.
Available Commands
help <cmdName>(More detail command usages)debug(shows debug information)ping(test Unity RPC and see network latency for a client)list <type>(list all available entity, item, trap, and players)spawnitem <playerName> <itemName> [value] [isFake](spawn any grabbable items (including unreleased ones). isFake flag determines if the item can be picked up or not)spawnentity <playerName> <entityName> [isFake](spawn any available in-game entity (including unreleased ones). isFake flag determines if the entity will freeze and not damage player)spawntrap <playerName> <trapName> [isFake](spawn any available indoor facility trap. isFake flag will mark the trap as fully functional but does not damage player. Note that isFake flag will only work with vanilla traps. Any modded traps that were added to be game will be unaffected.)cleanup(manually clean-up any internally managed spawn objects, usually fake objects that game doesnt cleanup afterward. This is also done automatically after the ship leaves)setbalance [balance](change in-game store credits)setquota <type> [amount](change ship's quota status. Important to note that this may break the game's next quota calculation)setplrstat <type> <target> [value](change player stats)sendmsg <players> <header> <...message>(send player custom message)tp <from> <to>(teleport player within the same region)kill <Player>(kill a player)
CHANGELOG
1.0.4
- Fixed transform parent not replicated to client (i.e. item spawned on moving ship will only stay on the ship on host POV)
- Fixed managed object count may be inaccurate to client
- Fixed logger not showing any logs
- Refactored patching methods
1.0.3
- Changing quota time no longer impacts next quota generation time (i.e. setting 10 days and completing it will be set the default quota time back to 3)
- Fixed spawned item not anchored on the ship while it's moving
- Set quota state should now support 0 as value (except due amount, which enemy spawning may malfunction from division by 0)
1.0.2
- Updated README to reflect missing command, added details, and formatted stuff
1.0.1
Initial Release