EnemyAnimationFix
Fixes several enemy bugs for both clients and host.
| Last updated | 2 days ago |
| Total downloads | 30015 |
| Total rating | 5 |
| Categories | Client Mods |
| Dependency string | Dinorush-EnemyAnimationFix-1.3.9 |
| Dependants | 41 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.1README
Features
Client or Host
- Foamed enemies visually fade to normal over time (if Host has mod).
- Enemies no longer try to use animations that don't exist (if Host has mod).
- Includes giant screams, a shooter attack, and a hybrid stagger.
- Fixes some enemies continuing to move while attacking/screaming as a result.
- Enemies not on screen play footstep audio.
Client
- Enemies don't snap out of their tongue/shooting animations early.
Host (applies for all players)
- Enemies not on screen correctly perform attack and stagger movement.
- Toggleable via Config file (tied to footstep audio).
- Enemies stop shooting or using their tongues when they perform another action.
- Enemies that attempt to tongue when the game cannot allocate more no longer get stuck.
- Enemies don't cancel their melee when a player is directly inside them.
- Enemies 2 or more rooms away correctly path toward their target when they get close.
- Enemy c-foam states last the correct length of time for clients (that have the mod).
- Wave enemies don't AFK for potentially infinite lengths of time.
- Min/max time customizable via Config file.
- Enemies' second and onward screams correctly wake rooms instead of doing nothing.
- Scream cooldowns reset between drops.
- Enemies can't remotely break doors if a player moves behind a different door connected to their room.
Acknowledgements
Fast fix implementation for wave enemies AFKing is heavily based on PierceBugFix's patch.