

This mod is basically Flowaria's AdvancedWardenObjective (AWO_Testing) with a couple of hotfixes since R8, new features, and additional events.
This is a full AWO_Testing compile with a +1.X version bump, so no need to uninstall AWO_Testing to use this—but you can safely remove it if you so choose. 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.
New events:
Updated:
{
"Type": 10010,
"Duration": 60.0,
"Countdown": {
"TimerText": "Time Until Ends:",
"TimerColor": "red"
}
}
Fixed Active EventLoop Ids persisting between levels.
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
thyunsus requests: cleanupenemiesinzone IncludeOnlyID (works same as ExcludeEnemyID but in reverse)
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.
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.
AddTerminalCommand does TriggerClient stuff, now it works as it should. ish. zero delay on the command but i can live with it. :)
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.
would you like to have over 2 billion UniqueCommands? :) check TERMINALCOMMANDS.md for new commands 10024-10026 AddTerminalCommand, HideTerminalCommand, UnhideTerminalCommand
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.
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).
fixed CleanupEnemiesInZone
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.
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!
v1.0.2 was flawed in one game-breaking way, fixed.
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.
initial.