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.

CHANGELOG

Changelog

v3

  • Ambient scatter: every AmbientIntervalSeconds (default 60s), the host scatters a random AmbientCountMin-AmbientCountMax (default 50-100) more dummies between AmbientSkipFirstMeters and AmbientMaxDistanceMeters (default 10-100 m) of wherever the local player currently is. Toggle with Ambient.AmbientSpawnEnabled.
  • Population cap, not a lifetime budget: General.MaxTotalEnemies (default 300) now caps how many of this mod's dummies may be alive at once, shared across all three spawn triggers. As dummies die or get recycled, room opens back up for more - it never permanently maxes out and goes quiet for the rest of the expedition.
  • Cleanup: every CleanupCheckIntervalSeconds (default 30s), any dummy that's been alive longer than CleanupAfterSeconds (default 300s) and is currently out of sight gets quietly despawned (via the network replicator, same as a normal enemy removal), freeing its slot in the population cap. A dummy is never touched while a player might be looking at it. Toggle with Cleanup.CleanupEnabled.
  • Never-seen guarantee, now everywhere: a shared out-of-sight check (General.OutOfSightHalfAngleDegrees, default 70°) - outside every player's view cone, or blocked by a line-of-sight check even if inside it - now gates all three spawn triggers (previously only the ambient scatter had it) and the cleanup despawn. Combined with cleanup, nothing this mod does should ever visibly pop in or out.
  • The level-start scatter is guaranteed to run, and claim its share of the population cap, before the ambient scatter or cleanup loop start - so the initial 100 is never crowded out regardless of how aggressively Ambient.* is tuned.

v2

  • Alarm door ambush: when a security door locked behind an alarm scan (chained puzzle) finishes opening, the host scatters AmbushCount (default 20) more sleeping dummies between AmbushSkipFirstMeters (10 m) and AmbushMaxDistanceMeters (100 m) of the far side of that doorway - same spot-picking as the level-start scatter, centered on the door instead of the drop point. Uses the existing spacing, enemy-type and sleep/aggressive settings. Toggle with Ambush.AmbushOnAlarmDoors.

v1

  • Initial release: on entering an expedition, the host scatters SpawnCount (default 100) sleeping Strikers between 10 m and 100 m from the drop point, at the level's own enemy spawn spots. Count, distance band, spacing, enemy type, delay and sleep/aggressive mode are configurable.