hirnukuono-Snipers icon


standalone contest 2 entry

Last updated 2 weeks ago
Total downloads 140
Total rating 0 
Categories Rundowns
Dependency string hirnukuono-Snipers-0.0.6
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.1 icon

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

Preferred version: 3.2.1
dakkhuza-MTFO-4.6.1 icon

The premier in GTFO DataBlock editing ;^)

Preferred version: 4.6.1
Flowaria-MTFO_Extension_PartialData-1.4.3 icon

Add PartialData Support for your MTFO

Preferred version: 1.4.3
hirnukuono-LGTuner-1.0.3 icon

Flowaria LGTuner with one fix and one addition

Preferred version: 1.0.3
Untilted-NoDustParticles-1.0.2 icon

Remove dust/ambient particles

Preferred version: 1.0.2
Inas07-FixEndScreen-1.0.0 icon

Get me back to lobby pls

Preferred version: 1.0.0
GTFOModding-LegacyFogSystem-0.0.2 icon

[NOT FINISHED] - Client mods to make fog what it looks like before R6

Preferred version: 0.0.2


Snipers (standalone level contest 2 entry)


snipers is a single level that introduces ghost recon future soldier -esque syncshots.


a1 tutorial: infinite ammo, no enemydetection.

a2 snipers: a simple "kill room, go to next room, rinse and repeat". if a door is not open, there's an enemy alive somewhere. once all enemies in all zones are dead, mission complete, no extraction errors or traversing to an elevator (once u see dimension1, u will see why)


host: press X to designate target. you can tag four enemies. aim at enemy and press X again to untag. wait for tags to green up and players report their readiness. either fire your gun at enemy to have you and all other aimed guns fire in sync, or press Z to have the other players (who are ready to fire) fire their weapons.

client: see tag, listen to host tell u which one to aim at, get in position to be able to fire optimally, take aim and keep aiming at target. don't be startled when your gun fires without you pressing anything.

anyone aiming at a tagged enemy will emanate a laser towards said enemy.


incompatible with dakkhuza damagenumbers. sorry.


shoutout to randomuserhi for his excellence. thank you kind soul, the enemy replicator + 1 business u wrote down on discord made this possible. (ctrl-f GlobalID)

version history


  • workaround for some wtf'ery, turns out i gotta kick the bots out once for game to work correctly with 2-3 humans and bot(s).
  • not proud of the fix but the only thing that seems to un-screw-up the "slot playeragent isbot = true when its actually human player" thing.
  • <jack bauer> damnit!


  • made sure clients that are not aiming at tagged enemies, won't fire their guns when host fires, aim or not. sorry.
  • forceinstantwin replaced with completeobjective + tryendplaying stuff borrowed from awo. hopefully no more running to extraction in dim1.


  • rudimentary bot syncshot support
  • first tags are always assigned to bots, every tag is always assigned to a bot
  • enemies won't wake up even if a bot bullet doesn't kill it. some enemies are killed even if bot misses head.
  • 2 plugcaps in dim1 (floodways) replaced, still looks a bit janky but better.
  • most likely the final update, barring bugs discovered later.


  • dim1 zone 0 un-escapable due to brainfart in plugin code. fixed.
  • dimension fog and atmosphere adjusted, fullbright enabled.


  • fixed intermittent stutter/jank
  • scouts unleash normal enemies, not just snatchers that could not actually take you anywhere
  • plugcaps added and changed, partly to fix first item in list
  • changed method of counting enemies, no longer possible to lure enemies out of their zone to count them as missing/killed.
  • fixed this readme, ghsot -> ghost. gah.
  • added dependency to LegacyFogSystem. the way this is meant to be played, nodust + legacyfog. yum.