Dinorush-CustomEnemyUpdater icon

CustomEnemyUpdater

Adjusts how frequently enemies update.

Last updated 2 days ago
Total downloads 6
Total rating 0 
Categories Client Mods
Dependency string Dinorush-CustomEnemyUpdater-1.0.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.1 icon
BepInEx-BepInExPack_GTFO

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.1

README

Credit to Dex

This is a modern port of CustomEnemyUpdater.

Overview

This plugin allows adjusting how often the following are updated per frame for enemies:

  • Locomotion
  • Behaviour
  • Detection
  • Network
  • Node

Usage for Players

A file will generate in the config folder when the game is launched. After that you can use the Config editor in modman or manually edit it.

Usage for Rundown developers

Include a folder named config and the config file for this mod within it in your release. When people install your rundown it should automatically set it up.

How do the numbers work?

The game uses a stepped update system that will iterate through a certain number of enemies per frame. Further groups will pull more update numbers from unused closer groups, so if there are no enemies close to you the value set will shift to the enemies near you or to far if necessary. It will iterate through the minimum value between the member count of a node or the unused updates. This is handled client side.

Fixed Update System

Enables a patch to properly reroute static game updates (e.g. spitters) and detection fixed updates to a fixed update method (frame rate independent). Otherwise, these updates only occur the frame after a fixed update occurred.

Locomotion

Handles locomotion updates, such as movement, animations, and attacks. Includes:

  • Animations
  • Path movement
  • Knockdown
  • Hitreact
  • Knockdown recovery
  • Jumping
  • Death
  • Scout detection/scream
  • Hibernation/Wake up
  • Screaming
  • Stuck in glue
  • All attacks
  • Ladder climbing
  • Birthing
  • Fog spheres

Behaviour

Handles behaviour updates, such as pathfinding and checking when to attack. Includes:

  • Hibernation
  • Patrolling
  • Various combat states
  • Death

These typically cannot update more than once every 0.2s for an enemy.

Detection

Handles detection updates for the Behaviour states, such as detecting sound in stealth and deciding which player to target in combat. These are not limited like Behaviour, but run in fixed time.

Network

Handles locomotion network updates, syncing enemy positions with clients.

Node

The number of nodes/rooms to update. Iterates through all enemies in the node(s). Generally best left at 1 as it provides information for the other updates.