GTFO Modding
  • 🏠Home
    • 🫂Contributing
  • Guides
    • 📖The Complete Newbie Guide
    • The Newbie Level Guide
      • Isolating a level
      • Editing rundown and level metadata
      • Adding and editing zones
      • Editing warden objective
      • Adding a secondary sector
      • Final datablocks version
    • The Newbie Git Guide
    • 👶Your First Plugin
      • Setting up Visual Studio Community
      • Creating a C# class library project
      • Writing a Plugin class
      • Compiling for release
      • Creating a Patch class
      • Patching in slightly more detail
    • 🎹Adding Custom Audio
      • Project Setup
      • Adding Sounds into Wwise
      • Creating a Sound Event
      • Creating a SoundBank
      • Using SoundBanks in GTFO
    • ⛏️Datamining
      • Audio files
      • Export asset files from GTFO
      • Import asset files to Unity
      • Fixing Unity errors after importing
    • Introduction to Errors
    • Modded GTFO on Linux
    • Enabling MTFO Hot Reload
    • VS Code Tips
    • Creating Custom Weapons
    • External Guides
  • Reference
    • Datablocks
      • Main
        • Archetype
        • BigPickupDistribution
        • ChainedPuzzle
        • ComplexResourceSet
        • ConsumableDistribution
        • Dimension
        • EnemyBalancing
        • EnemyBehavior
        • Enemy
        • EnemyDetection
        • EnemyGroup
        • EnemyMovement
        • EnemyPopulation
        • EnemySFX
        • ExpeditionBalance
        • FlashlightSettings
        • FogSettings
        • GearCategory
        • Gear
        • Item
        • ItemFPSSettings
        • LevelLayout
        • LightSettings
        • MeleeAnimationSet
        • MeleeArchetype
        • Player
        • PlayerOfflineGear
        • Recoil
        • Rundown
        • SurvivalWavePopulation
        • SurvivalWaveSettings
        • Text
        • VanityItemsTemplate
        • WardenObjective
        • Weapon
      • Rarely Edited
        • Artifact
        • ArtifactDistribution
        • ArtifactTag
        • Atmosphere
        • BoosterImplantCondition
        • BoosterImplantEffect
        • BoosterImplantTemplate
        • ChainedPuzzleType
        • Clouds
        • CustomAssetShard
        • EnvironmentFeedback
        • Feedback
        • GameSetup
        • GearCategoryFilter
        • GearFlashlightPart
        • GearFrontPart
        • GearMagPart
        • GearMeleeHandlePart
        • GearMeleeHeadPart
        • GearMeleeNeckPart
        • GearMeleePommelPart
        • GearPartAttachment
        • GearReceiverPart
        • GearSightPart
        • GearStockPart
        • GearToolDeliveryPart
        • GearToolGripPart
        • GearToolMainPart
        • GearToolPayloadPart
        • GearToolScreenPart
        • GearToolTargetingPart
        • ItemMovementAnimation
        • ItemPart
        • MarkerGroup
        • MeleeSFX
        • MiningMarker
        • MLSArrayDescriptorReference
        • MusicState
        • PlayerDialog
        • ServiceMarker
        • StaticSpawn
        • TechMarker
        • TextCharacterMeta
        • VanityItemsGroup
        • VanityItemsLayerDrops
        • WeaponAudio
        • WeaponMuzzleFlash
        • WeaponShellCasing
      • Unused
        • Commodity
        • EffectNode
        • EventSequenceAction
        • EventSequence
        • ExtractionEvent
        • FogScenario
        • GameplayTrailer
        • GearDecal
        • GearPalette
        • GearPattern
        • GearPerk
        • LevelGenSettings
        • Loot
        • Recepie
    • Nested Types
      • AbilityData
      • ActiveEnemyWaveData
      • AltitudeData
      • AnimHash
      • ArtifactLayerData
      • ArtifactZoneDistribution
      • AssetData
      • BigPickupSpawnData
      • BoosterImplantEffectInstance
      • BuildLayerFromData
      • BuildSeedData
      • BulkheadDoorPlacementData
      • ChainedPuzzleComponent
      • ConsumableSpawnData
      • CustomTerminalCommand
      • DescriptiveData
      • DialogActorSettings
      • DialogDramaFilter
      • DialogLine
      • DialogStructure
      • DialogStructureHolder
      • DimensionData
      • DimensionInExpeditionData
      • DOFSettingsData
      • DumbwaiterPlacementData
      • EffectNodeListData
      • EffectNodePrefabData
      • EnemyGroupCompositionData
      • EnemyRoleData
      • EnemySpawningData
      • ESA_EnemyWave
      • ESA_FogSettings
      • ESA_Lights
      • ESA_PostEffect
      • ESA_Sound
      • EventSequenceActionListComponent
      • ExpeditionData
      • ExpeditionIndex
      • ExpeditionInTierData
      • ExpeditionZoneData
      • FeedbackAudioCompData
      • FeedbackEffectCompData
      • FunctionPlacementData
      • GameEventSound
      • GameplayTrailerDirectorAction
      • GearArchetypeData
      • GearCategoryFilterData
      • GearDropPeriodData
      • GearPartAlignData
      • GearPartAlignPriority
      • GearPartGeneralData
      • GearPerkModifierData
      • GearPicker
      • GearSightPartProperties
      • GearSpecialPerkData
      • GeneralFogDataStep
      • GenericEnemyWaveData
      • HealthData
      • ItemPartData
      • LayerData
      • LayerDropData
      • LanguageData
      • LevelEventData
      • LevelEventNoiseData
      • LevelEventSoundData
      • LevelEventWardenIntelData
      • LevelGenConfig
      • LightCategorySetting
      • LinkedSlaveModelData
      • LocalizedText
      • Loot
      • MarkerComposition
      • MarkerDataCommon
      • MeleeAttackData
      • MinMaxValue
      • ModelData
      • MusicEventData
      • MusicEventDataConditional
      • MusicEventDataTimed
      • MusicSwitchData
      • MusicSwitchDataOnCustomCue
      • MusicSwitchDataTimed
      • ProgressionPuzzleData
      • ReactorWaveData
      • ReactorWaveEnemyData
      • ResourceData
      • RundownStorytellingData
      • RundownStorytellingVisualData
      • RundownTierProgressionData
      • SpecialExpeditionOverridesData
      • SpecificChainPuzzleSpawnData
      • SpecificPickupSpawnData
      • SpecificTerminalSpawnData
      • StaticEnemyData
      • StaticSpawnDataContainer
      • StaticSpawnPrefabDistancePair
      • TerminalLogFileData
      • TerminalOutput
      • TerminalPlacementData
      • TerminalStartStateData
      • TerminalZoneSelectionData
      • TierVisualData
      • TimingData
      • TypeAndGeneralData
      • VanityItemsDropData
      • Vector3AnimationCurve
      • WardenObjectiveEventData
      • WardenObjectiveLayerData
      • WeaponAnimSequenceItem
      • WorldEventConditionPair
      • WorldEventFromSourceData
      • ZonePlacementData
      • ZonePlacementWeights
    • Enum Types
  • Mods Documentation
    • Noteworthy Mods
    • Documentation
      • StealthAdjustment
      • DynamicCustomCombatMusic
      • ConfigurableGlobalWaveSettings
Powered by GitBook
On this page
  • Fields
  • PublicAlarmName - String
  • TriggerAlarmOnActivate - Boolean
  • SurvivalWaveSettings - UInt32 (SurvivalWaveSettingsDataBlock)
  • SurvivalWavePopulation - UInt32 (SurvivalWavePopulationDataBlock)
  • SurvivalWaveAreaDistance - Int32
  • DisableSurvivalWaveOnComplete - Boolean
  • UseRandomPositions - Boolean
  • WantedDistanceFromStartPos - Single
  • WantedDistanceBetweenPuzzleComponents - Single
  • ChainedPuzzle - List ChainedPuzzleComponent (nested type)
  • OnlyShowHUDWhenPlayerIsClose - Boolean
  • AlarmSoundStart - UInt32
  • AlarmSoundStop - UInt32

Was this helpful?

Edit on GitHub
Export as PDF
  1. Reference
  2. Datablocks
  3. Main

ChainedPuzzle

GameData_ChainedPuzzleDataBlock_bin.json (filled)

PreviousBigPickupDistributionNextComplexResourceSet

Last updated 3 months ago

Was this helpful?

Defines Chained Puzzle settings (e.g. Security Door alarm).

Fields

PublicAlarmName - String

The Alarm name. For example, Class S Surge Alarm

TriggerAlarmOnActivate - Boolean

Whether to trigger alarm when the puzzle starts. Typically set to false for scans without an alarm and enemy wave.

However, you can set this field to true even if you don't specify the enemy wave for the puzzle via the following fields. In that case, there will still be alarm sound but no enemy waves.

SurvivalWaveSettings - UInt32 ()

Determine how the wave spawns. You set this field to make the wave either a relatively regular, surge, diminished, or ://ERROR! alarm wave.

You may take those wave settings already available in the vanilla datablocks into good use.

SurvivalWavePopulation - UInt32 ()

Determine what type(s) of enemy would spawn.

SurvivalWaveAreaDistance - Int32

How many areas away from players should enemies spawn, with 2 being the default value if left unset.

Used in R7 to prevent enemy waves spawning too far away from the scan zone.

DisableSurvivalWaveOnComplete - Boolean

Specify whether to stop the wave after Chained Puzzle Completion. Typically set to false for ://ERROR! alarm.

UseRandomPositions - Boolean

Whether to use random position for each scan. Usually set to true.

By setting this field to false, the scan position for each puzzle would be relatively static, i.e. it's not static all the time.

WantedDistanceFromStartPos - Single

As explained by the field name :)

WantedDistanceBetweenPuzzleComponents - Single

Also as explained by the field name :)

Determines the count and types of scans.

OnlyShowHUDWhenPlayerIsClose - Boolean

If set to true, the HUD won't show up if you are a certain distance (seems to be 25m) away from the scan.

Typically set to false for regular scan, and true for extraction scan.

AlarmSoundStart - UInt32

Alarm sound when the puzzle starts. Changing the sound properly may give the scan a different impression.

Usually this sound starts the alarm sound loop.

Referenced to SoundID.

AlarmSoundStop - UInt32

Alarm sound when the puzzle stop. Could use this field to set the ambient ERROR alarm sound.

Usually this sound stops the alarm sound loop. If not set correctly, the alarm sound can go on forever.

Referenced to SoundID.

ChainedPuzzle - (nested type)

SurvivalWaveSettingsDataBlock
SurvivalWavePopulationDataBlock
List ChainedPuzzleComponent