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.
Ambient scatter: every AmbientIntervalSeconds (default 60s), the host scatters a random
AmbientCountMin-AmbientCountMax (default 50-100) more dummies between AmbientSkipFirstMeters
and AmbientMaxDistanceMeters (default 10-100 m) of wherever the local player currently is. Toggle
with Ambient.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 than
CleanupAfterSeconds (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 with Cleanup.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 between
AmbushSkipFirstMeters (10 m) and AmbushMaxDistanceMeters (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 with
Ambush.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.
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