GtfoEZAbsurdMoves
GTFO.EZ companion: double jump, high 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.
| Date uploaded | a day ago |
| Version | 16.0.0 |
| Download link | MindAttic-GtfoEZAbsurdMoves-16.0.0.zip |
| Downloads | 7 |
| Dependency string | MindAttic-GtfoEZAbsurdMoves-16.0.0 |
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.EZ.AbsurdMoves
(Listed on Thunderstore as GtfoEZAbsurdMoves. Package names there can only use letters, numbers
and underscores, so they can't contain a period.)
GTFO.EZ.AbsurdMoves is a GTFO.EZ companion mod, built on GTFO.EZ's core: it carries GTFO.EZ's shared code (the Insert/Delete infinite health and ammo toggles, and MessageHelper, which puts on-screen messages wherever they fit) and works with or without GTFO.EZ installed. It was called GTFO.AbsurdMoves before its first release.
A BepInEx plugin for GTFO that adds new player moves: double jump, high jump, ground pound, mantling, slide, dodge and bullet time, plus firing on the move. No game files are shipped or edited.
Every move has its own on/off switch, and its numbers can be retuned, in the config file
BepInEx creates on first launch: BepInEx\config\MindAttic.GTFO.EZ.AbsurdMoves.cfg.
[0. Mod]
The file's first entry switches the whole mod off, for a mod manager profile that doesn't list it:
| Setting | Default | What it does |
|---|---|---|
Enabled |
true | Turn the whole mod on or off. When false, the mod loads nothing: no patches, no moves, no hotkeys. Takes effect on restart. |
Absurd Moves toggle
Every move below is off at the start of a level. Press Home to turn Absurd Moves on; press it again to turn it off. Turning it off cancels whatever's in progress 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 Home is pressed again. The state (and whichever move was cancelled) is announced on-screen and in the console.
| Setting | Default | What it does |
|---|---|---|
[Moves Toggle] ToggleAbsurdMovesKey |
Home | Switches every Absurd Move on or off, all at once. Off at the start of every level. |
The moves
| Move | How | Switch |
|---|---|---|
| Double jump | In the air, press Jump again | [Double Jump] Double Jump Enabled |
| Ground pound | In the air, high enough up, press Crouch | [Ground Pound] Ground Pound Enabled |
| High jump | Stay crouched on the ground until you flash, then press Jump | [High Jump] High Jump Enabled |
| Mantling | Jump at a ledge no higher than your eyes, holding forward | [Mantling] Mantling Enabled |
| Slide | Press Crouch while sprinting | [Slide] Slide Enabled |
| Dodge | Hold Shift and double-tap W/A/S/D | [Dodge] Dodge Enabled |
| Bullet time | Tap Left Alt | [Bullet Time] Enabled |
| Infinite ammo / health | Press Insert / Delete | Toggles, off at the start |
| Fire mid-air | Shoot while jumping or falling | [Fire On The Move] Fire Mid-Air Enabled |
| Fire while running | Shoot while sprinting | [Fire On The Move] Fire While Running Enabled |
Jump and Crouch are the game's own bindings, so they follow whatever you've rebound them to. Every move above (not Insert/Delete, which are their own toggle) also needs Absurd Moves switched on.
Double jump
Press Jump a second time in the air to jump again: a classic double jump, once per
jump - the game's own jump started again from your current height, its upward speed scaled by
Second Jump Height Multiplier (1.5 by default, so it goes well above a jump off the ground).
Fall damage counts from where the double jump started.
[Double Jump]
| Setting | Default | What it does |
|---|---|---|
Double Jump Enabled |
true | Turns the double jump on or off. |
Second Jump Height Multiplier |
1.5 | Scales the second jump's upward speed against a ground jump (1 = the same; height grows with the square). |
High jump
Stay crouched on the ground until you start to flash (a white light blinking at you, after 1 second), then press Jump: you're launched straight up about 10 meters. It's the game's own jump with the upward speed raised, and the landing takes no fall damage. Standing up before you jump drops the charge, and a slide never charges it.
[High Jump]
| Setting | Default | What it does |
|---|---|---|
High Jump Enabled |
true | Turns the high jump on or off. |
Charge Time (seconds) |
1 | How long you stay crouched before you flash and it's ready. |
Height (meters) |
10 | How high it launches you. |
Ground pound
Press Crouch in the air and you slam straight down at twice your fall speed, taking no fall damage.
You land in a concussion wave that shoves every enemy around you back, staggers and hurts them (more
up close), and throws up a ring of debris. It only starts if you're at least Min Height above the
floor, so a crouch-jump never sets it off. The landing is broadcast: everyone sees the debris, and
the host shoves the enemies, so it works for the whole team. Needs the GTFO-API plugin.
[Ground Pound]
| Setting | Default | What it does |
|---|---|---|
Ground Pound Enabled |
true | Turns the ground pound on or off. |
Min Height (meters) |
2 | How high above the floor you must be to start one. |
Min Slam Speed (m/s) |
12 | Slowest the slam drops; it doubles your fall speed when that's faster. |
Shockwave Radius (meters) |
5 | How far the shockwave reaches. |
Pushback Distance (meters) |
4 | How far an enemy right next to you is shoved (less further out). |
Shockwave Damage |
10 | Damage to each enemy caught in it (less further out). 0 = push only. |
Shockwave Stagger |
3 | Stagger multiplier of that hit. |
Debris Count |
10 | Dust-and-scorch bursts scattered around the landing (at most 50). |
Impact Sound |
STINGER_LOW_BOOM |
Played on landing. Empty = silent. |
Mantling
Jump at a ledge while holding forward. If its top is no higher than your eyes and there's room to stand up there, you're pulled up the face and over onto it. Your gun drops out of the way for the pull-up, like a vault. Anything below knee height is left to the game's own step-up.
[Mantling]
| Setting | Default | What it does |
|---|---|---|
Mantling Enabled |
true | Turns mantling on or off. |
Mantle Duration (seconds) |
0.35 | How long the pull-up takes. |
Ledge Reach (meters) |
0.8 | How close the ledge's face must be in front of you. |
Eye Level Margin (meters) |
0.1 | How far above eye level a ledge top can still be grabbed. |
Slide
Crouch while sprinting to slide on in the direction you were running. The slide holds most of your speed at first, then brakes into a stop, covering about 14 m at the defaults. Movement keys are ignored while you slide and the camera stays free. You can slide past an open doorway, turn and shoot into it, and keep sliding the same way. Standing up, jumping or hitting a wall ends it.
[Slide]
| Setting | Default | What it does |
|---|---|---|
Slide Enabled |
true | Turns the slide on or off. |
Slide Start Speed (m/s) |
9 | Speed the slide starts at (more if you were already faster). |
Slide Duration (seconds) |
2.4 | How long a slide lasts; it covers about two thirds of start speed x duration. |
Dodge
Hold Shift and double-tap W, A, S or D to dodge that way, relative to where you're looking. It's mainly for ducking out of a homing projectile's path on short notice. Walls stop it short.
[Dodge]
| Setting | Default | What it does |
|---|---|---|
Dodge Enabled |
true | Turns the dodge on or off. |
Dodge Distance (meters) |
6 | How far a full dodge goes. |
Dodge Duration (seconds) |
0.25 | How long a full dodge takes; distance / duration is its speed. |
Dodge Cooldown (seconds) |
1.5 | Wait before another dodge can start. |
Dodge Double-Tap Window (seconds) |
0.5 | How quickly the second tap must follow the first. |
Bullet time
Tap Left Alt and the whole game slows down, Max Payne style - you, your teammates, bots, enemies and projectiles alike. It eases into slow motion over 0.4 s, holds, then eases back up to full speed over 0.8 s - 5 seconds in all. Once its cooldown is over, the event log on the left says "Bullet time ready". The sound drops to a hollow, muffled mix, with a deep boom going in and a heartbeat underneath. It's broadcast, so the host slows the enemies for the whole team. Needs the GTFO-API plugin.
[Bullet Time]
| Setting | Default | What it does |
|---|---|---|
Enabled |
true | Turns bullet time on or off. |
Key |
LeftAlt | Starts bullet time as you let go of it. A press with another key in it (Alt+Tab, Alt+Enter) or one that loses the game focus doesn't count, and presses while it's running or cooling down do nothing. |
DurationSeconds |
5 | How long it lasts in all, in real seconds, counting the 0.4 s ease in and 0.8 s ease out (so the default holds at full slow motion for 3.8 s). Never shorter than 1.2 s. |
CooldownSeconds |
10 | Wait after it ends before it can start again. |
TimeScale |
0.3 | How fast the game runs during bullet time (1 = normal). |
SoundMuffle |
SOUND_EFFECT_MUFFLE=100, GAME_MENU_MUFFLE=100 |
Wwise mix parameters pushed for the hollow sound, restored after. |
EnterSound / ExitSound |
STINGER_LOW_BOOM / COMBAT_FADING_PULSE_LEVEL_1 |
Played going in and coming out. |
LoopSound / LoopStopSound |
ENEMYHEARTBEATLOOP / ENEMYHEARTBEATLOOPEND |
The heartbeat under it. |
Any Unity KeyCode name works for Key.
Fire on the move
Vanilla GTFO ignores the trigger while you're sprinting or in the air. With these on, your guns fire while you jump, fall or sprint, and sprinting carries on while you shoot. Only your own guns are affected, not teammates' or bots'.
Shooting mid-sprint brings your gun up out of its lowered sprint pose for as long as you hold the trigger, and for a moment after. The shots, tracers and muzzle flash then leave a barrel pointed where you're aiming. Teammates already see your gun tracking where you look while you sprint. In the air the gun is never lowered in the first place.
[Fire On The Move]
| Setting | Default | What it does |
|---|---|---|
Fire Mid-Air Enabled |
true | Fire while jumping or falling. |
Fire While Running Enabled |
true | Fire while sprinting. |
Infinite ammo and health
Insert toggles infinite health (no damage to you; bots and teammates are unaffected) and Delete infinite ammo (every gun and tool stays full, no reloads), each announced in the event log and always in the console too. Both start off. They're the same two keys GTFO.EZ, its Absurd companions and GTFO.CrashTestDummies all have, from one shared copy of the code written in GTFO.EZ; with several of the mods installed, only one answers, so a press never toggles twice.
Compatibility
- GTFO.EZ used to have the dodge (as its dash), and GTFO.EZ.AbsurdWeapons used to have bullet time. Both moved here. Running an older build of either alongside this mod gives you two of the same move: switch one of them off in its config.
- Faster sprint and more stamina used to live here (
[Run Speed]/[Stamina]); both moved to GTFO.EZ - its own[Movement] Run Speed Multiplieralready did the sprint side (this mod's copy only stacked another multiplier on top of it), and its new[Stamina] Stamina Multipliernow covers the stamina side too, so you get both with or without this mod installed. - Double jump, ground pound, mantling, slide and fire on the move are built on the game's own movement and weapon code and confirmed in play. If one misbehaves, switch it off and the rest keep working.
Building
.\build.ps1 # builds into the "GTFO - Easy Mode DEV" mod-manager profile and zips package\ into dist\
.\build.ps1 -Profile "My Profile" # another Thunderstore Mod Manager profile
Needs the .NET 6 SDK and a GTFO profile with BepInEx and GTFO-API installed (BepInEx's core and
interop DLLs and plugins\GTFO-API.dll are the build references).
Project layout
src/GTFO.EZ.AbsurdMoves/
Plugin.cs BepInEx entry point: binds each move's config, applies Harmony patches
Moves.cs Per-frame driver for the local player's movement, and shared helpers
MovesToggle.cs Home: switches every move on/off, off at the start of every level
AirMoves.cs Double jump
ConfigMigrations.cs One-time moves of a changed default onto configs still on the old one
GroundPound.cs Ground pound and its shockwave (host-side enemy pushes)
Mantle.cs Pull-up onto ledges no higher than eye level
Slide.cs Crouch-while-sprinting slide
Dodge.cs Shift + double-tap W/A/S/D dodge
BulletTime.cs Left Alt: slows the whole game clock (Time.timeScale, eased in and out) with a muffled Wwise mix
FireMidAir.cs Lets your guns fire in the air
FireWhileRunning.cs Lets your guns fire while sprinting
Sounds.cs One-shot and looping Wwise sound helpers
package/ Thunderstore manifest, icon (256x256, from logo.png), README and changelog
logo.png Full-size logo
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.