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.
| Date uploaded | a day ago |
| Version | 3.0.0 |
| Download link | MindAttic-GtfoCrashTestDummies-3.0.0.zip |
| Downloads | 11 |
| Dependency string | MindAttic-GtfoCrashTestDummies-3.0.0 |
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 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.
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.