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Dinorush-WaveSurvival-1.1.1 icon

WaveSurvival

Adds a wave survival system for rundown developers.

Date uploaded 2 months ago
Version 1.1.1
Download link Dinorush-WaveSurvival-1.1.1.zip
Downloads 49
Dependency string Dinorush-WaveSurvival-1.1.1

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.1 icon
BepInEx-BepInExPack_GTFO

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.1
dakkhuza-MTFO-4.6.3 icon
dakkhuza-MTFO

The premier in GTFO DataBlock editing ;^)

Preferred version: 4.6.3
Amorously-AmorLib-1.2.2 icon
Amorously-AmorLib

My cool library mod for plugin developers

Preferred version: 1.2.2

README

Adds a wave survival system for rundown developers to use. Players fight a sequence of enemy waves coming from specific spawn locations, separated by downtime.

Features:

  • Start on drop or from a specified warden objective event
  • Combine specific and random enemy spawns with weights and costs (no SurvivalWave/EnemyGroup jank)
  • Set spawn locations that can change as security doors are opened
  • Execute warden events during or after waves complete

Wiki

Documentation on how to use the plugin is on the github wiki.

Credits

Thanks to Brandonious for providing the source code to Creature Activity Study, which served as the base of this mod.

CHANGELOG

v1.1.1

  • Added support for PartialData string ID compatibility on Level targets
  • Waves no longer fail to spawn if there are no valid spawn locations; instead, they fallback to spawn paths, then the elevator room.

v1.1.0

  • Added support for the following fields on Main, EventData, and SpawnData files:
    • SpawnLocations: Overrides the global spawn path, using the specified set of spawn locations.
    • SpawnDistance: Sets a maximum number of rooms enemies can spawn from the nearest player (from the spawn location/path).
      • Prefers SpawnData > EventData > Main.
      • Main does not contain SpawnLocations.
  • Added support for "null" paths, preventing enemies from spawning on a path once reached.
    • E.g. [[1, -1], [2, null]] will stop spawning enemies on the path when zone index 2 is opened.
  • Changed spawn paths to be based on player reachability rather than elevator reachability.
    • Normally the same, but supports teleporting players into closed zones, such as when using double sided doors.
  • Fixed checkpoint issues with spawn paths.

v1.0.1

  • Fixed copy/paste EWC icon

v1.0.0

  • Initial Release