MapHazardsMoves
[V50] Map hazards like turrets, landmines and spike traps now move in the factory ! It can also chase you, be careful... Configurable :)
Date uploaded | 4 months ago |
Version | 1.0.2 |
Download link | Wexop-MapHazardsMoves-1.0.2.zip |
Downloads | 2580 |
Dependency string | Wexop-MapHazardsMoves-1.0.2 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100Evaisa-HookGenPatcher
Generates MonoMod.RuntimeDetour.HookGen's MMHOOK file during the BepInEx preloader phase.
Preferred version: 0.0.5AinaVT-LethalConfig
Provides an in-game config menu for players to edit their configs, and an API for other mods to use and customize their entries.
Preferred version: 1.4.2README
Static enemy are boring, so make them walk !
Turrets, landmines and spike traps can now move to make them more dangerous !
You can config the distance, the delay between each movement, and which map hazard is affected
You can config the chance for a map hazard to being able to move, 0% is never 100% is always
You can choose if map hazards are able to detect a player to run into him ! Disabled by default
You enable coil head mod so hazards will stop moving when you look at it, to have a behavior like coil heads you can enable playerDetection !
Note that only the host configuration is taken !
For any suggestion or issue feel free to open an issue on the github project !
CHANGELOG
Changelog
v1.0.2
- New coilHeadMode config, hazards will stop walking when a player look at it ! Enable PlayerDetection to have a behavior like coil heads :)
v1.0.1
- You can config the chance for a map hazard to being able to move, 0% is never 100% is always
- You can choose if map hazards are able to detect a player to run into him ! Disabled by default
v1.0.0
- Release version
- Landmine, turret and spike trap sometimes move
- You can config the distance, the delay, and which map hazard this mod affect