GtfoEZAbsurdMoves
GTFO.EZ companion: double jump, mantling, ground pound shockwave, sprint slide, Shift+WASD dodge, Alt bullet time, fire mid-air and while sprinting. End toggles every move; each is tunable.
CHANGELOG
Changelog
v18
- Removed: high jump. It never reliably launched and the double jump already covers getting up
high, so the crouch-charge, the flash light and
[High Jump]are gone. An existing.cfg's[High Jump]section stays as leftover lines that do nothing.
v17
GTFO.EZ.Sharedsubmodule bump:SharedOwner.Orderno longer listsGTFO.CrashTestDummies, which dropped Insert/Delete (and this submodule) in its own v17. No change in this mod's own behavior.GTFO.CrashTestDummiesandGTFO.SkipDropjoin thevNscheme this release, so every GTFO.* mod now shares one version number.
v16
- The Absurd Moves toggle moved from End to Home. GTFO.EZ.AbsurdWeapons' own toggle moves the other way, onto End.
- Insert and Delete swapped: Insert is now infinite health, Delete is now infinite ammo. Both
also always announce in the console now, not just the event log. Shared code
(
GTFO.EZ.Shared), so GTFO.EZ, its Absurd companions and GTFO.CrashTestDummies all pick it up. - Moves in step with the GTFO.EZ family's version number (GTFO.EZ, GTFO.EZ.AbsurdWeapons, GTFO.EZ.AbsurdMoves and GTFO.EZ.AbsurdItems share one).
v15
- Absurd Moves is a toggle, off at the start of every level. Press End to turn it on; every move below starts working. Press it again to turn it off: whatever's in progress is cancelled right away (an in-flight dodge stops, a running bullet time snaps back to normal speed, a pound/mantle/ slide/charged high jump resets), and none of them start again until End is pressed again. The state is announced on-screen and in the console.
- Faster sprint and more stamina moved to GTFO.EZ.
[Run Speed]/[Stamina]are gone from this mod - Run Speed only ever stacked a second multiplier on top of GTFO.EZ's own[Movement] Run Speed Multiplier, and Stamina's logic moved there as a new[Stamina] Stamina Multiplier, so both work with or without this mod installed. - Moves in step with the GTFO.EZ family's version number (GTFO.EZ, GTFO.EZ.AbsurdWeapons, GTFO.EZ.AbsurdMoves and GTFO.EZ.AbsurdItems share one).
v14
- Removed: wall running. GTFO's levels have too few long, flat walls for it to be useful. Its
[Wall Running]and[Air Move Sounds]settings stay in an existing.cfgas leftover lines that do nothing; the double jump works anywhere in the air now, wall or no wall. - Double jump goes higher: its upward speed is scaled by the new
[Double Jump] Second Jump Height Multiplier(default 1.5), so the second jump clears well above a ground jump. - Bug fix: the high jump never launched - the game's own jump took the charged press first, so you got a normal-height jump. The charge now carries into that jump. A slide no longer charges it, so Jump at the end of a long slide is a normal jump, not a 10 m launch.
- Slide goes twice as far: Slide Duration 1.2 s -> 2.4 s, about 14 m at the default speed. An install still on the old 1.2 is moved to 2.4 once; a value you set yourself is kept.
- Moves in step with the GTFO.EZ family's version number (GTFO.EZ, GTFO.EZ.AbsurdWeapons, GTFO.EZ.AbsurdMoves and GTFO.EZ.AbsurdItems share one).
v13
- Versioning: the GTFO.EZ family - GTFO.EZ, GTFO.EZ.AbsurdWeapons, GTFO.EZ.AbsurdMoves and GTFO.EZ.AbsurdItems - now shares one version number, so this first release is v13, in step with GTFO.EZ, rather than v1.
- Renamed from GTFO.AbsurdMoves to GTFO.EZ.AbsurdMoves before release, as a GTFO.EZ companion mod built
on GTFO.EZ's core (plugin GUID
MindAttic.GTFO.EZ.AbsurdMoves, config fileMindAttic.GTFO.EZ.AbsurdMoves.cfg, Thunderstore packageGtfoEZAbsurdMoves). - Master switch:
[0. Mod] Enabled(defaulttrue) is the config file's first entry; set it tofalseand the whole mod is off - nothing is patched, no move or hotkey works. - Insert (infinite ammo) and Delete (infinite health) toggles, announced as warden messages - the shared keys every GTFO.* mod has, so they never clash with several installed.
- Initial release. Every move has its own on/off switch in the config.
- Wall running: in the air next to a wall, press Jump again to run along it; Jump again kicks off.
- Double jump: press Jump again in the air for a whole new jump from where you are - the game's own jump, no glide or float. A small burning loop plays while wall running.
- High jump: stay crouched on the ground until you flash, then press Jump to launch about 10 m straight up, with no fall damage on the landing.
- Ground pound: press Crouch high enough in the air to slam down at double fall speed with no fall damage, landing in a shockwave that shoves and staggers enemies, with debris.
- Mantling: jump at a ledge no higher than your eyes while holding forward to pull up onto it.
- Slide: crouch while sprinting to slide on that way while aiming freely.
- Fire on the move: guns fire mid-air and while sprinting.
- Faster sprint (x1.25) and more stamina (x1.5), each a multiplier with its own switch.
- Dodge: hold Shift and double-tap W/A/S/D to dodge that way (moved here from GTFO.EZ's dash).
- Bullet Time: tap Left Alt to slow the whole game - everyone and everything - for 5 s, easing in and back out, Max Payne style (the event log says when it's ready again), with a muffled sound mix (moved here from GTFO.EZ.AbsurdWeapons). It starts as the key is let go, so Alt+Tab never sets it off.