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MindAttic-GtfoCrashTestDummies-2.0.0 icon

GtfoCrashTestDummies

Scatters 100 sleeping Strikers 10-100 m from your drop point at the level's own spawn spots, and ambushes 20 more 10-100 m past any alarm door the moment it unlocks, so you have targets to stealth or shoot while testing other mods.

Date uploaded a day ago
Version 2.0.0
Download link MindAttic-GtfoCrashTestDummies-2.0.0.zip
Downloads 10
Dependency string MindAttic-GtfoCrashTestDummies-2.0.0

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: 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.

Alarm doors ambush you too: the moment a security door locked behind an alarm scan finishes opening, 20 more sleeping dummies are scattered 10-100 m past the far side of that doorway.

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.
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.

The ambush reuses Spawning.MinSpacingMeters, Spawning.EnemyNameFilter and Spawning.SpawnAsSleepers.

Only the host spawns enemies, once per expedition (plus once per alarm door opened).

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.