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EnemyAnimationFix
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EnemyAnimationFix
Fixes several enemy bugs for both clients and host.
Dinorush
https://github.com/Dinorush/EnemyAnimationFix
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Details
Last Updated
First Uploaded
Downloads
49K
Likes
6
Size
121KB
Dependency string
Dinorush-EnemyAnimationFix-1.4.6
Dependants
57 other mods
Categories
Client Mods
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Required (1)
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Analysis
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Modding Discord
v1.4.6
Added fix to prevent melee weapons from hitting corpses.
Toggleable via Config file.
v1.4.5
Fixed flyers pathfinding to the wrong side of the door sometimes.
v1.4.4
Hopefully fixes attack/stagger animations still being culled in some scenarios.
v1.4.3
Fixed networking channel used to detect clients with EAF.
v1.4.2
AFK wave enemies stop AFKing upon taking damage.
v1.4.1
Added smoothing to enemy position syncing.
Customizable via Config file.
v1.4.0
Added new fix
Syncs enemy positions when they stop moving to attack/scream/etc (now working!).
v1.3.9
Added new fix
Enemies can't remotely break doors if a player moves behind a different door connected to their room.
v1.3.8
Added new fix
Enemies 2 or more rooms away correctly path toward their target when they get close.
v1.3.7
Foam fixes
Fixed clients foaming enemies more quickly.
Fixed foam not visually fading for clients.
Missing enemy animations
Fixed animations desyncing if it was from an attack that had a missing animation.
Enemy footstep audio fix
No longer counts enemies not actively moving toward its internal cap
v1.3.6
Added new fix
Enemies that attempt to tongue when the game cannot allocate more no longer get stuck.
v1.3.5
Glue Visual Fix
Fixed it actually extending the enemy's foam duration
v1.3.4
Disable Nearby Culling
Now works for stagger animations as well
Fixed a certain hybrid stagger animation being used that didn't exist
v1.3.3
Disable Nearby Culling
Now works for all attacks, not just melees
Fixed a certain shooter attack animation being used that didn't exist
v1.3.2
Enemy footstep audio fix
Fixed null reference errors that occurred after some time
v1.3.1
Enemy footstep audio fix
No longer counts players towards its internal cap
Now only updates enemy animations for those it's affecting, rather than globally
Not an issue generally, but the unused 256 ("EnemyBig") hibernating animation shifts over time.
v1.3.0
Added new fix
Enemies not on screen play footstep audio and can perform melee animations like normal.
Can be toggled via config.
v1.2.5
Added new fix
Giant screams play the correct animation always.
v1.2.4
Fixed clients receiving incorrect foam amounts
v1.2.3
Removed enemy position syncing, as it didn't work well and caused other issues
v1.2.2
Added new fix
Foamed enemies visually fade to normal over time
v1.2.1
Fixed occasional null reference errors, especially with ClientSidePrediction
v1.2.0
Fixed c-foam syncing with clients
Fixed an occasional crash with flyers
v1.1.3
Adjusted fast patching logic
v1.1.2
Changed fix for wave-spawned enemies AFKing to a significantly faster version
v1.1.1
Added Config file to customize how long enemies remain inactive after spawning
v1.1.0
Added new fixes
Wave-spawned enemies no longer AFK for random amounts of time
Global scream cooldown resets between drops
Enemy screams after their first no longer do nothing
v1.0.2
Fixed fog abilities triggering an absurd number of times
v1.0.1
Fixed an occasional crash for clients
v1.0.0
Initial release