AdvancedWardenObjective
Flowaria AdvancedWardenObjective with a few emergency fixes and tweaks
By hirnukuono
Date uploaded | 7 months ago |
Version | 1.0.12 |
Download link | hirnukuono-AdvancedWardenObjective-1.0.12.zip |
Downloads | 708 |
Dependency string | hirnukuono-AdvancedWardenObjective-1.0.12 |
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
AdvancedWardenObjective
This mod is basically Flowaria AdvancedWardenObjective (AWO_Testing) with a small tweak. We noticed that after R8 you can start a Countdown timer but replacing it with a new one doesn't work anymore. The old coroutine won't stop, it will persist, Firing wrong events and killing the newer countdown when it reaches zero. Fixed here.
This is a full AWO_Testing compile with a +1 version bump, so no need to remove AWO_Testing to use this. Bepinex will load and use the newest version.
All credit goes to Flowaria for his breath-taking work on GTFO. We miss you and wish you the best in all aspects of life.
Changelog
V1.0.12
added AddChainPuzzleToSecurityDoor / 10027
Datablock example:
{ "Type": 10027, // "AddChainPuzzleToSecurityDoor", "Layer": 0, "DimensionIndex": 0, "LocalIndex": 1, "WardenIntel": "door is rigged noob", "AddChainPuzzleToSecurityDoor": { "ChainPuzzle": 139 } }
only effective on doors that have not been opened yet. on unlocked doors the handle goes back in its hole.
V1.0.11
AddTerminalCommand does TriggerClient stuff, now it works as it should. ish. zero delay on the command but i can live with it. :)
V1.0.10
minor tweaks to AddTerminalCommand and COMAMNDS list, noticed u could repeatedly add commands with the same command numbers, not nice. made a simple duplicate check, wont let u do it now.
V1.0.9
would you like to have over 2 billion UniqueCommands? :) check TERMINALCOMMANDS.md for new commands 10024-10026 AddTerminalCommand, HideTerminalCommand, UnhideTerminalCommand
V1.0.8
spawnhibernateinzone now avoids players, rerolls position until a position is found that doesnt spawn on a player, instantly aggroing it. also solvesecuritydoor might work better. ish.
V1.0.7
spawnhibernateinzone now properly randomizes rotation of enemies, they don't all face (roughly) the same way. one enemy spawn goes by the eventdata spawnhibernates position + rotation (rotation.y should only be modified).
V1.0.6
fixed CleanupEnemiesInZone
V1.0.5
SolveSecurityDoorAlert now functions even if the door is locked by keycard, cell or lockednokey (type 3) .. it switches any chainpuzzle on the door into type 4.
V1.0.4
alertenemiesinzone chagned (wakeup mechanism, weakdoor opening). devs: if u don't want weakdoors of zone to open, use "Enabled": false on the event (default true if missing). thanks thyunsus a lot for testing this!
V1.0.3
v1.0.2 was flawed in one game-breaking way, fixed.
V1.0.2
thy reported that countdown timers after checkpoints break and play old events again. made provisions to detect cp usage and seppuku accordingly. also, made a small change to how the after-events are executed.
V1.0.1
initial.
CHANGELOG
Changelog
V1.2.7
- Added new event
SpecialHudTimer
. - Changed
CustomHudText
since it didn't need to be run in a coroutine. - Fixed EventsOnProgress killing the timer.
- Fixed
NestedEvent
potentially crashing the game when there are more MaxRandomEvents than EventsToActivate. - Fixed an issue where
PlayWaveRoarSound
would play wave roars one size larger than specified. - Removed the restriction of having only one active DOT
DamagePlayer
& IOTInfectPlayer
event at a time. - Refactored code in some AWO events.
- Remembered to do the version bump.
V1.2.6
- Added new event
CustomHudText
. - Added a random event selection mode to
NestedEvent
. - You can now specify a WorldEventObjectFilter to use for
PlayWaveRoarSound
,SpawnNavMarker
, &MoveExtractionWorldPosition
via SpecialText. - Saved like, 20 bytes of memory for events that use coroutines.
V1.2.5
CleanupEnemiesInZone
hotfix, sry for the wait.
V1.2.4
- Added EventsOnProgress to
Countdown
andCountup
. - You can now specify an area index for
AlertEnemiesInZone
(see wiki) - Fixed a potential sync issue with
LockSecurityDoor
. - Refactored code in most AWO events.
V1.2.3
- You can now specify an area index for
CleanupEnemiesInZone
.
V1.2.2
- Fixed a major sync issue with AWO events that activate other events (Countdown, Countup, NestedEvent, and StartEventLoop).
SpawnHibernatesInZone
now also rerolls for enemies spawning too close to other enemies. After 5 failed attempts, you can choose whether or not to cope and spawn the hibernate anyway via Enabled (default true).
V1.2.1
- Added new event
PlayWaveRoarSound
. - Fixed
Countdown
andCountup
using the incorrect BlinkIn/BlinkOut values. - Increased
SpawnHibernateInZone
player avoid distance >:( - Retroactively changed
ModifyPortalMachine
event name toStartPortalMachine
, sorry
V1.2.0
New events:
- ShakeScreen
- StartPortalMachine
- SetSuccessScreen
- PlaySubtitles
- MultiProgression
Updated:
- Fixed
LockSecurityDoor
not locking doors and implemented option to add text to locked door.
{ "Type": 10001, "Layer": 0, "DimensionIndex": 0, "LocalIndex": 1, "SpecialText": "<color=green>://ERROR! Ultra locked!!</color>" }
- Fixed
TeleportPlayer
not properly syncing between host-clients. - Fixed
SpawnScouts
&SpawnHibernates
throwing errors in the console. - You can now use modded custom success screens! Just put the full prefab filepath in either the
SetSuccessScreen
event or RundownDB. - Refactored code in most AWO events.
- Disabled the Objective Extension module (if you were using this, DM me and I'll reenable it).
V1.1.1 - 1.0.15
V1.1.1
- Fixed
AdjustAWOTimer
brickingCountdown
duration. - Fixed
ForceCompleteChainPuzzle
throwing null reference errors if a CP doesn't have a spline. - A positive TimeModifier for
AdjustAWOTimer
will now increaseCountup
instead of lowering it. - AMAWO console debug/error messages now include the event name.
V1.1.0
New events:
- Countup (like Lockout2's E1 gimmick)
- ForceCompleteChainPuzzle
- SpawnNavMarker
Updated:
- Countdown: you can now also use Duration outside of CountdownData class. Prioritizes backwards compatibility.
{ "Type": 10010, "Duration": 60.0, "Countdown": { "TimerText": "Time Until Ends:", "TimerColor": "red", "EventsOnDone": [] } }
- AdjustAWOTimer: Same as above. Added features for Countup.
- SolveSecurityDoorAlarm: Now only changes door interaction state (Clearing CPs was broken, anyways). Use ForceCompleteChainPuzzle for this functionality.
- AddTerminalCommand: You can now use TextDB for CommandDesc.
- Refactored code in most AMAWO events.
V1.0.1650
Fixed Active EventLoop Ids persisting between levels.
V1.0.15
Amorously makes and will continue to make cool contributions. First ones merged and compiled here. See the wiki for how to use them.
New events:
- NestedEvent
- StartEventLoop
- StopEventLoop
- TeleportPlayer
- InfectPlayer
- DamagePlayer
- RevivePlayer
- AdjustAWOTimer
V1.0.14 - 1.0.1
V1.0.14
thyunsus requests: cleanupenemiesinzone IncludeOnlyID (works same as ExcludeEnemyID but in reverse)
V1.0.13
hideterminalcommands can now use a remove command entirely -switch, DeleteCommand default false. true it to make the command go poof entirely.
also some other tweaks and fixes here and there.
V1.0.12
added AddChainPuzzleToSecurityDoor / 10027
Datablock example:
{ "Type": 10027, // "AddChainPuzzleToSecurityDoor", "Layer": 0, "DimensionIndex": 0, "LocalIndex": 1, "WardenIntel": "door is rigged noob", "ChainPuzzle": 139 }
only effective on doors that have not been opened yet. on unlocked doors the handle goes back in its hole.
V1.0.11
AddTerminalCommand does TriggerClient stuff, now it works as it should. ish. zero delay on the command but i can live with it. :)
V1.0.10
minor tweaks to AddTerminalCommand and COMAMNDS list, noticed u could repeatedly add commands with the same command numbers, not nice. made a simple duplicate check, wont let u do it now.
V1.0.9
would you like to have over 2 billion UniqueCommands? :) check TERMINALCOMMANDS.md for new commands 10024-10026 AddTerminalCommand, HideTerminalCommand, UnhideTerminalCommand
V1.0.8
spawnhibernateinzone now avoids players, rerolls position until a position is found that doesnt spawn on a player, instantly aggroing it. also solvesecuritydoor might work better. ish.
V1.0.7
spawnhibernateinzone now properly randomizes rotation of enemies, they don't all face (roughly) the same way. one enemy spawn goes by the eventdata spawnhibernates position + rotation (rotation.y should only be modified).
V1.0.6
fixed CleanupEnemiesInZone
V1.0.5
SolveSecurityDoorAlert now functions even if the door is locked by keycard, cell or lockednokey (type 3) .. it switches any chainpuzzle on the door into type 4.
V1.0.4
alertenemiesinzone chagned (wakeup mechanism, weakdoor opening). devs: if u don't want weakdoors of zone to open, use "Enabled": false on the event (default true if missing). thanks thyunsus a lot for testing this!
V1.0.3
v1.0.2 was flawed in one game-breaking way, fixed.
V1.0.2
thy reported that countdown timers after checkpoints break and play old events again. made provisions to detect cp usage and seppuku accordingly. also, made a small change to how the after-events are executed.
V1.0.1
initial.