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MysticTeam-TeamPing-1.0.1 icon

TeamPing

Aim and ping valuables, items, players, carts, or locations for your team with a lightweight R.E.P.O.-styled marker.

Date uploaded 11 hours ago
Version 1.0.1
Download link MysticTeam-TeamPing-1.0.1.zip
Downloads 105
Dependency string MysticTeam-TeamPing-1.0.1

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

TeamPing

TeamPing adds a lightweight multiplayer ping system to R.E.P.O. Point at an object or surface and press the middle mouse button to mark it for teammates who also have the mod.

Features

  • Ping with the middle mouse button by default.
  • Ping valuables, items, C.A.R.T.s, teammates, generic physics objects, and world locations.
  • Object pings follow moving networked objects.
  • Valuable and shop-item pings can show their synchronized current value.
  • R.E.P.O.-inspired CRT marker, target colors, sender name, distance, and screen-edge indication.
  • Short procedural ping sound; no external audio assets.
  • Per-player ping limits and local/remote rate limiting.
  • Automatically clears stale markers when a level or scene changes.
  • Configuration changes apply while the game is running.
  • No changes to physics, damage, health, strength, loot, enemies, or player authority.

Multiplayer requirements

Only players who want to send or see TeamPing markers need TeamPing installed. The host does not need the mod for two modded clients to exchange pings, and vanilla clients safely ignore the custom Photon event.

TeamPing does not synchronize files or gameplay state. It sends only a short-lived ping event containing a target type, Photon view ID when available, hit position, label, and value snapshot.

Controls

  • Middle Mouse Button: ping the object or location under the crosshair.

The key can be changed through the generated BepInEx configuration or an installed configuration manager.

Value visibility

ValueMode controls when exact values are shown:

  • Always (default): show the synchronized current value whenever a valuable or priced item is pinged.
  • AfterFirstGrab: hide the value until the object has been grabbed at least once. This is the most vanilla-faithful option.
  • Never: never include prices in pings.

Configuration

The configuration file is created at:

BepInEx/config/com.juanma.teamping.cfg

Important options include:

  • Enabled
  • PingKey
  • Range
  • Cooldown
  • Duration
  • MaxPingsPerPlayer
  • ValueMode
  • ShowSender
  • ShowDistance
  • ScreenEdgeIndicators
  • MarkerScale
  • SoundEnabled and SoundVolume
  • Per-target marker colors
  • DebugLogging

Saving the configuration file or pressing Save Changes in a compatible configuration manager applies the new settings without restarting the game.

Installation

Install with Thunderstore Mod Manager or r2modman, then launch the game through the selected modded profile.

For manual installation, place TeamPing.dll in:

<R.E.P.O. profile>/BepInEx/plugins/TeamPing/

Notes

  • A location ping needs a surface within the configured range.
  • A networked object ping follows its PhotonView; non-networked objects fall back to the original hit position.
  • Pings are intentionally short-lived and are not stored in the Photon room cache.
  • Names for generic or custom valuables are derived from their prefab names when the game does not expose a friendly localized name.

Credits and disclosure

The icon is an original generated asset created for TeamPing. No assets or source code from other ping mods are included.

CHANGELOG

Changelog

1.0.1

  • Fixed ping markers appearing down and left of their targets when R.E.P.O. renders gameplay through an internally scaled RenderTexture.
  • World positions now pass through normalized camera viewport coordinates before being mapped to the final screen-space canvas.

1.0.0

  • Initial public release.
  • Added middle-mouse pings for valuables, items, C.A.R.T.s, players, generic objects, and locations.
  • Added synchronized multiplayer pings using lightweight Photon custom events.
  • Added moving-object tracking through Photon view IDs.
  • Added optional value display with Always, AfterFirstGrab, and Never modes.
  • Added R.E.P.O.-styled markers, sender names, distances, edge indicators, target colors, and procedural audio.
  • Added cooldowns, per-player marker limits, remote validation, and scene cleanup.
  • Added live configuration reload and diagnostic logging.