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Terminal that can kill
The terminal glitches: mines detonate and turrets go berserk instead of disabling, and closing ship & security doors crush anyone in the doorway.
CHANGELOG
Changelog
1.0.9
- Renamed to "Terminal that can kill" (by Solon). New GUID
Solon.TerminalThatCanKilland DLL name; delete the old plugin/config when updating. - Config cleanup. Ship-door zone coordinates are now hard-coded (the ship is always at a
fixed world position) instead of exposed as settings. Door-zone size (
DoorwayThickness/ Width/Height) moved to the advanced section; the[LethalDoors]sections are now[Doors]. - Removed the legacy
[LethalDoors]prefix from log lines (the log source already names the mod).
1.0.8
- New: turret head flips 180° after berserk. When a turret leaves berserk it remembers
its pre-berserk facing and smoothly turns its head 180°, resting that way until the next
berserk (still turns to fire at detected players). Configurable via
TurretFlipOnBerserkExitandTurretFlipSmoothDuration. Patched as a postfix onTurret.Update, per-turret state kept in a dictionary. TerminalDoorCloseSecondsdefault set to 0.4 (field-tuned sweet spot).
1.0.7
- Door death now matches the Barber (ClaySurgeonAI). Players killed by a door use the
exact Barber death: launched up (
Vector3.up * 14), causeSnipping, ragdoll index 7 (PlayerDeathAnimationIddefault 7). - Faster facility-door trigger.
TerminalDoorCloseSecondsdefault dropped 1.2 → 0.25 so the crush fires as the door slams instead of ~1s later, and quick open/close spam can no longer out-run it.
1.0.6
- Facility doors: reworked to frame-driven detection. The previous coroutine cancelled itself whenever a door was reopened within its ~1.2s close window, so rapid toggling meant the crush (and even the diagnostic log) never ran. Closing doors are now tracked and checked every frame instead.
- Added a
Terminal door '<name>' closing — tracking for crushlog the moment a close is detected, so it's clear the hook fires.
1.0.5
- Fixed facility (terminal) doors never firing. The crush was hooked on
SetDoorLocalClient, but the vanilla terminal-code path goes throughSetDoorToggleLocalClient→SetDoorOpen. Re-hooked onSetDoorOpen(the one method every client runs on a state change) and it now detects a real open→closed transition. - The zone is built from the door's own transform (the
TerminalAccessibleObjectlives on the door GameObject). The diagnostic log prints the player's local offset so the geometry can be tuned like the ship door was.
1.0.4
- Ship door now connects. Field testing showed players stand ~0.65m off the door
plane (a doorway has depth — you can't stand inside a closing door), just outside the
old 0.5m half-thickness. Bumped the default
DoorwayThicknessto 2.0 so the slab covers the doorway depth. Orientation and centre were already correct.
1.0.3
- Precise doorway zone. Replaced the spherical
CheckRadiuswith a thin oriented slab in the doorway opening (DoorwayThickness/DoorwayWidth/DoorwayHeight). Only someone standing in the opening is crushed, not merely near the door. Applies to both the ship door and terminal (facility) doors. - Fixed the hanging corpse.
PlayerDeathAnimationIdnow defaults to0— the normal physics ragdoll that falls. Other indices point to special/animated bodies that can freeze in mid-air. - Dropped the custom crunch sound: the game already plays
playerCrushDeathforCauseOfDeath.Crushing.
1.0.2
- Fix: ship door now actually crushes. The kill zone was centred on the wrong point
(
outsideDoorPoint), so the player was never inside it. The ship sits at a fixed world position, so the doorway zone is now a world coordinate (default-5.72, 0.305, -14.1, configurable) — the same reference proven to work by other door mods. - Detection rewritten to patch
HangarShipDoor.Update, usingdoorPower < 1plus the animator's"ShipDoorClose"state (with a time fallback) to know when the door is shut.
1.0.1
- Fix: ship door now kills. Vanilla never calls
PlayDoorAnimation(true)on close, so detection now watches the authoritativeStartOfRound.hangarDoorsClosedflag (rising edge, on the surface only). - Fix: turret now goes berserk. Mirrors vanilla
Hit()exactly — a localSwitchTurretMode(3)plusEnterBerserkModeServerRpc(...)(the ClientRpc deliberately skips the triggering client, so the local call is required). - Split error chance into
MineErrorChanceandTurretErrorChancefor independent tuning. - Added a diagnostic log of the local player's distance to the door zone centre to help
tune
CheckRadius.
1.0.0
- Initial release.
- Lethal Doors: ship hangar door and big terminal-controlled facility doors kill
players and/or monsters caught in the doorway when they finish closing.
- Configurable affected doors, safe period after landing, kill radius, and InstantKill / DamageOverTime modes.
- Ghost-Girl style head-pop death animation + best-effort crunch sound.
- Monster exclusion list for enemies that cannot enter the ship.
- Remote Trap Control: terminal codes detonate mines and send turrets berserk instead of disabling them, with a configurable critical-error chance (mine chain reaction / sustained turret rampage).