MindAttic-GtfoCrashTestDummies icon

GtfoCrashTestDummies

Keeps up to 300 sleeping Strikers alive around you at once - on drop, past every alarm door, and via a steady trickle - always out of sight, so you always have targets to stealth or shoot while testing other mods.

Last updated a day ago
Total downloads 31
Total rating 0 
Categories Rundown Mods
Dependency string MindAttic-GtfoCrashTestDummies-3.0.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.3 icon
BepInEx-BepInExPack_GTFO

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

Preferred version: 3.2.3

README

GTFO.CrashTestDummies

A testing tool that keeps a steady population of sleeping Strikers alive around you, so you always have something to stealth or shoot while trying out other mods - and you'll never see one appear or disappear. Three triggers feed the same population, each scattered in its own 10-100 m band around its own origin (not one band covering the whole level):

  • On drop: 100 sleeping Strikers are scattered 10-100 m from where you land, at the level's own enemy spawn spots. The elevator drop area itself stays clear. This always runs first and claims its share of the population before anything else does.
  • On each alarm door: the moment a security door locked behind an alarm scan finishes opening, 20 more are scattered 10-100 m past the far side of that doorway - wherever in the level it is.
  • Ambient trickle: every 60 seconds, 50-100 more are scattered 10-100 m from wherever you currently are.

Every spawn - all three triggers - only ever picks a spot outside every player's current view (and not just behind a thin wall: a line-of-sight check catches that too), so nothing ever visibly pops in.

Population cap, not a one-time budget. Up to 300 of this mod's dummies may be alive at once (combined across all three triggers). It's a ceiling on the current count, not a lifetime total: every 30 seconds, any dummy that's been alive for 5+ minutes and is currently out of sight gets quietly recycled, freeing its slot - so the population keeps refilling with fresh dummies instead of permanently maxing out and going quiet for the rest of the run.

Config

BepInEx/config/MindAttic.GTFO.CrashTestDummies.cfg:

Setting Default Meaning
General.Enabled true Master on/off switch.
General.MaxTotalEnemies 300 Population cap: how many of this mod's dummies may be alive at once, combined across all triggers.
General.OutOfSightHalfAngleDegrees 70 Used by every trigger and by cleanup: a spot is hidden from a player if it's outside this many degrees of the centre of their view, or something blocks line of sight to it.
Spawning.SpawnCount 100 How many enemies the on-drop scatter spawns.
Spawning.SkipFirstMeters 10 Nothing spawns closer than this to the drop point.
Spawning.MaxDistanceMeters 100 Nothing spawns farther than this from the drop point.
Spawning.MinSpacingMeters 3 Minimum gap between any two enemies (shared by every trigger).
Spawning.EnemyNameFilter Striker_Hibernate Case-insensitive match against enemy data block names; the weakest match is spawned (shared by every trigger). If nothing matches, the enemy with the lowest max health is used.
Spawning.SpawnDelaySeconds 2 Wait after you spawn in before the on-drop scatter runs.
Spawning.SpawnAsSleepers true true spawns them asleep; false spawns them awake and aggressive (shared by every trigger).
Ambush.AmbushOnAlarmDoors true When an alarm-locked security door finishes opening, scatter extra dummies past it.
Ambush.AmbushCount 20 How many enemies to scatter on the far side of an alarm door when it opens.
Ambush.AmbushSkipFirstMeters 10 Nothing spawns closer than this to the far side of the doorway.
Ambush.AmbushMaxDistanceMeters 100 Nothing spawns farther than this from the far side of the doorway.
Ambient.AmbientSpawnEnabled true Master switch for the ambient trickle.
Ambient.AmbientIntervalSeconds 60 How often, in seconds, the ambient trickle runs.
Ambient.AmbientCountMin / AmbientCountMax 50 / 100 A random count in this range is scattered each time the ambient trickle runs.
Ambient.AmbientSkipFirstMeters 10 Nothing spawns closer than this to you.
Ambient.AmbientMaxDistanceMeters 100 Nothing spawns farther than this from you.
Cleanup.CleanupEnabled true Master switch for recycling forgotten dummies.
Cleanup.CleanupCheckIntervalSeconds 30 How often, in seconds, to check for dummies to recycle.
Cleanup.CleanupAfterSeconds 300 A dummy is only recycled once it's been alive this long and is currently out of sight.

Only the host spawns or recycles enemies.