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GtfoCrashTestDummies
Scatters 100 sleeping Strikers 10-100 m from your drop point at the level's own spawn spots, so you have targets to stealth or shoot while testing other mods.
| Date uploaded | a day ago |
| Version | 1.0.0 |
| Download link | MindAttic-GtfoCrashTestDummies-1.0.0.zip |
| Downloads | 11 |
| Dependency string | MindAttic-GtfoCrashTestDummies-1.0.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.3README
GTFO.CrashTestDummies
A testing tool: when you drop into an expedition, 100 sleeping Strikers are scattered through the level 10-100 m from where you land, at the level's own enemy spawn spots, so you always have something to stealth or shoot while trying out other mods. The elevator drop area stays clear.
Config
BepInEx/config/MindAttic.GTFO.CrashTestDummies.cfg:
| Setting | Default | Meaning |
|---|---|---|
General.Enabled |
true |
Master on/off switch. |
Spawning.SpawnCount |
100 |
How many enemies to scatter. |
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. |
Spawning.EnemyNameFilter |
Striker_Hibernate |
Case-insensitive match against enemy data block names; the weakest match is spawned. If nothing matches, the enemy with the lowest max health is used. |
Spawning.SpawnDelaySeconds |
2 |
Wait after you spawn in before the enemies appear. |
Spawning.SpawnAsSleepers |
true |
true spawns them asleep; false spawns them awake and aggressive. |
Only the host spawns enemies, once per expedition.
CHANGELOG
Changelog
v3
- Ambient scatter: every
AmbientIntervalSeconds(default 60s), the host scatters a randomAmbientCountMin-AmbientCountMax(default 50-100) more dummies betweenAmbientSkipFirstMetersandAmbientMaxDistanceMeters(default 10-100 m) of wherever the local player currently is. Toggle withAmbient.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 thanCleanupAfterSeconds(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 withCleanup.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 betweenAmbushSkipFirstMeters(10 m) andAmbushMaxDistanceMeters(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 withAmbush.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.