MonitorLabels

v2.1.2·Updated 2024-12-25

Adds a label to the icons on the monitor for players, radar boosters, enemies and items

Screenshots 6 screenshots

About this mod Author’s original text

What Does This Mod do?

This mod adds a label to the icons on the monitor for players, radar boosters, enemies and scrap!

The mod is fully customisable to your liking, like turning off certain features.

It also exposes an API for other mods to add their own labels (in case they add new enemies)

What is Configurable?

  • How many characters a player label will have
  • Whether the currently focused player should have a label too
  • Whether radar boosters should have a label
  • Whether enemies should have a label
  • Whether non-scrap objects should have an icon (e.g. Keys, Shovels and Flashlights)
  • Whether non-scrap objects should have a label (e.g. Keys, Shovels and Flashlights)
  • Whether scrap should have a label
  • The label of a player that is dead
  • All enemy labels can have a custom label
  • All colours

Examples

Supports Lethal Config!

This mod supports the Lethal Config Mod by adding an extra option to their UI that tells MonitorLabels to load the settings.

This allows you to change settings and apply them immediately without requiring a restart! Even while playing!

The config UI is still entirely generated by LethalConfig.

Some changes (especially the labels for enemies) may not have an immediate effect until later (for example, when that enemy dies or a new enemy of that type is spawned)

For Developers

Custom Labels

MonitorLabels.AIMapLabelManager.CustomAINames is a Dictionary where you can add your own types to, to give them custom labels.

MonitorLabels.AIMapLabelManager.TryAddNewAI(Type, CustomLabelData), MonitorLabels.AIMapLabelManager.TryAddNewAI(Type, String, Bool) and MonitorLabels.AIMapLabelManager.RemoveAI(Type) are helper functions for this purpose.

The CustomLabelData.ShowLabel boolean is used if you want to hide the label of that AI.

Example

MonitorLabels.AIMapLabelManager.TryAddNewAI(typeof(MyAI), "MyLabel");

Important

If you do not call base.Start() in your overriden Start function, then you will have to manually call MonitorLabels.AIMapLabelManager.AddLabelToAI(EnemyAI) for it to have a label.

Configuration

The Configuration files can be publicly accessed from the MonitorLabels.Utils.ModUtils.ConfigUtil class if for whatever reason you want to modify something.

General Info

The GUID, PLUGIN_NAME and PLUGIN_VERSION can be accessed from their respective fields in the MonitorLabels.MonitorLabelsPlugin class.

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack

File & checksum

Filename
MonitorLabels-2.1.2.zip
File size
81.2 KiB