Hostile Mine
Configurable hostile tripwire and proximity mines for custom GTFO rundowns.
About this mod Machine translation
Hostile Mine
Hostile Mine adds configurable hostile mines for custom GTFO rundowns.
After the first game run, the mod creates both HostileMines.example.json and HostileMines.json. The example file is a commented reference, while the real config file is the one you edit for live use.
Mine Types
Tripwire mine
A clearly visible mine with a visible tripwire. Only players can trigger it, and it explodes immediately when the tripwire is touched.
Proximity mine
A more visually hidden mine with no tripwire. When a player enters its trigger range, it starts flashing a warning, then explodes after a short delay.
Placement Modes
Fixed placements
Use fixed placements when you want exact mine locations. A placement group selects a LevelLayoutID/LayoutID, zone Index/LocalIndex, layer, and optional dimension, then its Mines list can hold many local positions and rotations for that same area.
Random distributions
Use random distributions when you want a number of mines spread through a selected area. A distribution selects the same layout and zone information, then controls the mine count, random seed, minimum spacing, sample attempts, enemy spawn point sampling, and optional wall attachment.
Configurable Options
General options:
- Enabled
- Name
- Type: Tripwire or Proximity
- LevelLayoutID / LayoutID
- Layer / LevelLayer
- Index / LocalIndex
- Dimension / DimensionIndex
- Position
- Rotation
- Forward
- Yaw / Angle
- Scale
Trigger and explosion options:
- TriggerRange
- TripwireLength
- TripwireRadius
- WarningDelay
- WarningFlashInterval
- ExplosionRadius
- DamageMin
- DamageMax
- ScanInterval
- RequiresLineOfSight
- HideTripwireRenderer
- UseBuiltInExplosionEffect
Player interaction options:
- CanBeDisarmed
- DisarmRange
- DisarmRequiresLineOfSight
- CanBeShotDetonated
- ShotHitboxRadius
Fixed placement options:
- FixedPlacements
- Mines
- Per-mine Enabled, Name, Type, Position, Rotation, Forward, Yaw, Angle, and Scale
Random distribution options:
- RandomDistributions
- Count
- Seed
- UseEnemySpawnPoints
- AlignToSpawnPointRotation
- MinDistance
- MaxSampleAttempts
- AllowStacking
- FloorOffset
- PositionOffset
- AttachToWall
- WallSearchRadius
- WallOffset
- WallMountHeight
- WallSampleDirections
- SkipIfWallNotFound
Hostile Mine Chinese description
Hostile Mine adds configurable hostile trip mines to GTFO custom rundowns.
After launching the game for the first time, the plugin generates HostileMines.example.json and HostileMines.json. The sample file is annotated to refer to field writing; the formal configuration file is used for actual editing and taking effect.
mine type
tripwire mines
Clearly visible with visible tripwire. Only players can trigger it, and it will explode immediately after the player touches the tripwire.
approaching mines
More visually hidden, no trip wires. Once the player enters the trigger range, it will begin to flash a warning and explode after a short delay.
Distribution method
Fixed point placement
Ideal for locations where mines need to be placed precisely. A placement group will specify LevelLayoutID/LayoutID, area Index/LocalIndex, level and optional dimensions, and then batch fill in multiple local coordinates and angles in the Mines list of the same area.
random distribution
Suitable for randomly generating a certain number of mines in a designated area. A random distribution group specifies the same layout and zone information, and can control the number of spawns, random seeds, minimum spacing, number of samples, whether to use enemy spawn points, and whether to place against walls.
Configurable items
General configuration:
- Enabled
- Name
- Type: Tripwire or Proximity
- LevelLayoutID / LayoutID
- Layer / LevelLayer
- Index / LocalIndex
- Dimension / DimensionIndex
- Position
- Rotation
- Forward
- Yaw / Angle
- Scale
Trigger and explosion configuration:
- TriggerRange
- TripwireLength
- TripwireRadius
- WarningDelay
- WarningFlashInterval
- ExplosionRadius
- DamageM …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: