Scripts
102 files
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maps-menu 1.1 (is not optimized for most recent teardown update)
By lyzux
In order to import a bunch of maps instead of replacing the existing 5 over and over again i would suggest you use this menu script.
(This was created for Teardown v.04.6 and does not work for recently updated versions)
972 downloads
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endless alarm[Not work]
By dima101130
this makes the signaling time infinite.
Do not be intimidated by the inscription. I'm trying to delete this inscription.
This is my first scenario.
installation: go to steam \ steamapps \ common \ Teardown \ data \ script and replace the file.
for developers:
SetFloat ("level.alarmtimer", 60)
470 downloads
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teardown-debug-menu
By Goku117
teardown-debug-menu
Simple debug menu for Teardown Game
How to install?
Go to Teardown Game Folder Teardown/data/ui Make backup of hud.lua and options.lua Unpack teardown-debug-menu-main.zip file Copy the 3 .lua files into Teardown/data/ui How to use?
Go to options - Graphics and enable "Debug Window"
101 downloads
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0 comments
Submitted
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TV
By Blueray_19
This is the TV for your map
Installation:Upload files from the archive to the folder with your map and rename the file " basic.xml" in the "name_of_you_map.xml"
Discord:Blueray_19#9684
30 downloads
0 comments
Submitted
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0 comments
Submitted
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Show Player Coordinates
By MrAdhit
Installation
Just drag and drop to your Teardown directory Saving Coordinates
Pause your game Click Save Coords Button Check your last line of savegame.xml file (Normally in your documents/Teardown folder)79 downloads
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mod installer Quick Level Changer With Mod Installer
By MrAdhit
Installation
Extract to your Teardown directory What is this?
This mod allow you to move between level without having to go main menu
Mod Installer?
Yes, now you can install this mod with other mod installed!
Question and Answer
Can you create mod installer for me please? Message me MrAdhit#1296 for discussion
It show warning when i launch the mod installer Don't worry, it just because i'am not sign it, the mod installer is 100% safe
How do i download without the installer? Just download the zip compressed file
Did i still need to download the zip when i use the installer? No you didn't need it275 downloads
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working sniper scope zoom
By noob.
so i made a working sniper zoom but it kinda sucks lol
you will need to put the file to the teardown file and it should work
oh yea it uses the gun and you can download a sniper model from someone else lol
137 downloads
0 comments
Updated
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Quick Save Saver
By MrAdhit
Installation
There's no installation, just double click it What is this?
This application will save your current quicksave, so you can have multiple quicksave
Original Mod Idea
Question and answer
Help i can't quick load, the button disabled! You need to quick save first then load from the application
Can i have the source code please? Of course you can, it open source! GitHub67 downloads
0 comments
Updated
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Boot to Mission
By geeko55
This is a rewrite of splash.lua to automatically load into a given mission when the game is booted.
To load to a given mission, find it's name in missions.lua and overwrite the current mission name, or follow the example in the file for custom levels.
Installation
1. Back up your splash.lua file, located at C:\...\Steam\steamapps\common\Teardown\data\ui
2. Replace your splash.lua with the included file.
3. Make adjustments to the level being loaded if desired.
Features
- Cut down on waiting for menus to load for a fresh boot!
- Shorten iteration time while testing mods!
- Load to your favorite level right when you start the game!
10 downloads
0 comments
Submitted
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Bomb Hammer + Expandable Debug Viewer
By geeko55
Bomb Hammer is a mod I built for fun and coding practice, and was written with new programmers in mind. Other mods might have fancy custom debug menus, but I'm hoping that my commented code will be easy to follow and teach something to beginners.
Also included is an expandable, beginner friendly structured debug viewer for general or customized use. I've commented the code, and did my best to make this mod friendly and straight forward for new or inexperienced programmers.
The Expandable Debug Viewer will automatically expand its formatting for new entries. Simply define your new line and add it to the table of lines.
This code was made to be expanded and tinkered with, so if you want more bombs, or larger explosions, please read bomb_hammer.lua and mess around! 🙂
How to Use:
1. Place 'explosive wisps' by clicking on a voxel with the Hammer drawn.
1b. Note, the 'wisps' will only be placed with the hammer drawn, and while the player is not too close to the target area. This was a safety feature I left in when the mod originally just exploded, even at the player's feet.
2. The number of wisps that can be placed, and their strength, is editable in the bomb_hammer.lua file
3. To explode any placed wisps, click while the Extinguisher is drawn. Exploding wisps will delete them, freeing up room for more wisps!
------------------ readme.txt ------------------
This mod uses:
(a) Antipolo's Teardown ModLoader utility
(b) Data Dumper table from lua-users wiki.
If this mod stops working, try seeing if either your ModLoader's included ui/hud.lua file isn't out of date, or for some reason your inclusion of Data Dumper is misbehaving.
Installation:
1. Back up any files that might be replaced at the installer's discretion.
2. Extract the folders 'mods' and 'ui' to your C:/...<Steam Installation>.../Teardown/data folder
3. In Teardown/data/ui is modloader.lua, use this to toggle mods on or off through comments.
Sources:
(a)
https://github.com/antopilo/TeardownModLoader
(b)
http://lua-users.org/wiki/DataDumper
289 downloads
0 comments
Updated
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Renderscale slider
By Shibe
Simple mod that turns the renderscale option into a slider, ranging from 0.1 to 2x renderscale, it might help performance if you're willing to play what looks to be an early 90's doom game
--How to install--
If you ARE using the timed explosives mod and/or minigun mod then delete "options.lua" and rename "optionsTimedExplosives.lua" to "options.lua". Then place options.lua into /teardown/data/ui replacing the original options.lua. Included is "hud.lua" this makes it so the explosion mod and minigun mod can work together, drag this file into the same directory.
If you are NOT using the time explosives mod just take the options.lua file and put it in the same directory as previously stated. (/teardown/data/ui)
12,607 downloads
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100% game save.
By Mega
This Is A 100% game save.
==================
INSTALLATION:
Documents\Teardown
===============
Enjoy 🙂
2,079 downloads
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script Quick Save Manager
By Gh0st
This is a python script that I wrote that allows you to save and load quicksaves.
The process is pretty self explanatory and the program guides you through pretty well, but just make sure that when loading a save you first quicksave BEFORE you load the save and then you can load it in the program and then in the game. As of right now there is no ui, although I will most likely add it soon.
Although the program gives you simple explanations, if you find yourself confused I recommend you read the READ.txt in the zip.
How to install:
1. Extract the file anywhere you want.
2. Move the quicksaves folder to Documents\Teardown (The folder where your save files are). You can delete the txt in the quicksaves folder if you want; it is completely useless other then allowing me to put the folder into a zip file.
3. Run the script when you're ready and:
Enjoy!
Also make sure to check out another save manager made by MrAdhit that improves on the idea a lot!
If you would prefer not to download the zip, the code is below:
from shutil import copyfile from os import remove from getpass import getuser def startSave(): choose = input('save (s) or load/delete (l)? ') if choose == 's': print() save() else: if choose == 'l': print() loadChoose() def save(): try: saveListTxt = loadlist() except: print('savelist.txt not found, creating new file') saveListTxt = loadlist('x') saveListTxt.close() saveListTxt = loadlist() saveName = input('What do you want to call your save? ') saveNameNl = saveName + '\n' saves = saveListTxt.readlines() count = 0 for i in saves: count += 1 if saveNameNl == i: print() print('you already have a save with this name :(') print() saveListTxt.close() break else: if count == len(saves): saveListTxt.close() saveListTxt = loadlist('a') copyfile(r'C:\Users\\' + username + r'\OneDrive\Documents\Teardown\quicksave.bin', r'C:\Users\\' + username + r'\OneDrive\Documents\Teardown\quicksaves\\' + saveName + '.bin') saveListTxt.write(saveNameNl) saveListTxt.close() print() print('Save created') print() break if len(saves) == 0: saveListTxt.close() saveListTxt = loadlist('a') copyfile(r'C:\Users\\' + username + r'\OneDrive\Documents\Teardown\quicksave.bin', r'C:\Users\\' + username + r'\OneDrive\Documents\Teardown\quicksaves\\' + saveName + '.bin') saveListTxt.write(saveNameNl) saveListTxt.close() print() print('Save created') print() def loadlist(method = 'r'): resultlist = open(r'C:\Users\\' + username + r'\OneDrive\Documents\Teardown\quicksaves\savelist.txt', method) return resultlist def loadChoose(): saveTxt = loadlist('r') saveList = saveTxt.readlines() saveTxt.close saveTxt = loadlist('r') saveListOg = saveTxt.readlines() saveTxt.close if len(saveListOg) > 0: for i in range(len(saveList)): print(i + 1) print(saveList[i]) print() saveNum = int(input('type the number of the save you want to load/delete ')) print() if not saveNum > len(saveList) and not saveNum < 1: delOrLoad = input('delete (d) or load (l)? ') if delOrLoad == 'd': for i in range(len(saveList)): saveList[i] = saveList[i].rstrip('\n') remove(r'C:\Users\\' + username + r'\OneDrive\Documents\Teardown\quicksaves\\' + saveList[saveNum - 1] + '.bin') print() print('deleted!') print() newTxt = loadlist('w') saveListOg.pop(saveNum - 1) newTxt.writelines(saveListOg) else: if delOrLoad == 'l': for i in range(len(saveList)): saveList[i] = saveList[i].rstrip('\n') copyfile(r'C:\Users\\' + username + r'\OneDrive\Documents\Teardown\quicksaves\\' + saveList[saveNum - 1] + '.bin', r'C:\Users\ypier\OneDrive\Documents\Teardown\quicksave.bin') print() print('loaded!') print() else: print() print('You don\'t have any saves! Input \'s\' to save!') print() username = getuser() debug = 'false' while 'true': #debug = 'true' if debug == 'false': try: print() startSave() except: print() print() print('oops, something went wrong') print() print() else: startSave()
75 downloads
0 comments
Updated
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OBSOLETE Speedometer
It is a speedometer above the vehicle condition that you can enable in the settings
230 downloads
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TearDOOM
By Golden
This mod adds an attack helicopter on *every map* (including the hub and custom Create maps, literally any map that loads main.lua will spawn this thing!) that is reskinned to have a doom Cacodemon sprite.
(you can also change/remove the music and sprite to your liking.)
The mod includes a backup for the main.lua script for when you want to disable the mod.
There is also a version with no music included as well.
Have fun!
USE WINRAR OR 7ZIP TO OPEN.
189 downloads
0 comments
Submitted
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No crosshair[Not work]
By dima101130
этот мод убирает прицел !!! Его можно использовать для красивых видеороликов.
при установке замените файл hud.lua на путь steam \ steamapps \ common \ Teardown \ data \ ui
66 downloads
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elboydos vehicle and mounted gun Script - script only
By elboydo
A mod that enables player controlled turrets through both physics based control and in vehicle control - includes extensions to change fire rate, type, and ammo capacities.
Excerpt from Readme:
ELBOYDOS MOUNTED GUN AND PLAYER CONTROLLED TURRET SCRIPT
Author : elboydo
published 11-11-2020
i dunno, i may extend this readme later.
____________________________________________________________
To install::
Place files within create folder here to your create folder in teardown/create
To enable weapon usage, copy the hud.lua file to teardown/data/ui
IF YOU DON'T WANT TO MESS WITH YOUR HUD.LUA DUE TO OTHER MODS:
copy this line into the "draw()" method in hud.lua
if UiIsMousePressed() then
SetBool("mouse.pressed",true)
else
SetBool("mouse.pressed",false)
end
SetInt("mouse.wheel", UiGetMouseWheel())
if you have these methods already in your hud.lua then happy days, the mods should work fine.
FAILURE TO COPY THE HUD.LUA FILE WILL MEAN WEAPONS WON'T WORK AND ASKING WHY WEAPONS WON'T WORK DUE TO NOT DOING THIS
MAY RESULT IN PANDAS HAVING THEIR FAVOURITE TOYS TAKEN AWAY FROM THEM
Setting configs:
A default config for a mounted gun has been included in this script. description to modify for your vehicular setups as follows:
Always include "#include mountedGun.lua" to enable mounted gun functionality.
config values:
--[[
Vehicle config
]]
vehicle = {
mainName = <VEHICLE NAME> ,
Vehiclename = <VEHICLE BODY NAME>,
CannonName = <VEHICLE TURRET / GUN NAME> ,
CannonJointName = <VEHICLE TURRET JOINT NAME>,
Create = "elboydo",
barrelOffset = <Y OFFSET FROM TURRET TO SPAWN MUNITIONS>
manualControl = <ONLY ENABLE PHYSICS BASED CONTROL - FALSE BY DEFAULT, SET TO TRUE TO BLOCK IN VEHICLE TURRET CONTROL>
}
--[[
Mounted gun config
]]
weaponFeatures = {
armed = <TRUE/FALSE - VEHICLE CAN USE WEAPONS>
timeToFire = <INT - PERIOD OVER WHICH TO FIRE A BURST>,
magazineCapacity = <INT - TOTAL NUMBER OF SHOTS PER BURST>,
reloadTime = <INT - TIME AFTER BURST TO RELOAD WEAPON>,
hasRockets = <BOOL - CAN THE GUN FIRE ROCKETS>,
hasRocketCapacity = <BOOL - DOES THE GUN HAVE A FINITE ROCKET SUPPLY,
rocketCapacity = <INT - TOTAL NUMBER OF ROCKETS THE VEHICLE CAN HAVE>,
rocketStartingAmmo = <INT - NUMBER OF ROCKETS THE GUN SPAWNS WITH>,
startRockets = <BOOL - DOES THE GUN SPAWN WITH ROCKETS LOADED>,
hasMG = <BOOL - CAN THE GUN USE AN MG>,
hasMGCapacity = <BOOL - DOES THE MG HAVE A FINITE MG ROUND SUPPLY>,
MGCapacity = <INT - TOTAL NUMBER OF MG ROUNDS THE GUN CAN HAVE>,
MGStartingAmmo = <INT - NUMBER OF MG ROUNDS THE GUN SPAWNS WITH>,
displayWeaponDetails = <BOOL - DISPLAY EXTRA WEAPON DETAILS ABOUT AMMO LEFT SHOWS ON THE GUN ITSELF>,
rocketExtraconsumption = <INT - DOES FIRING ROCKETS USE EXTRA MUNITIONS (ONLY IMPACTS BURST LENGTH NOT ROCKET AMMMO)>,
rocketReloadPenalty = <INT - EXTRA TIME ADDED TO RELOAD TIME PER ROCKET FIRED>,
ammoBoxMGName = <STRING - NAME OF PROP ACTING AS MG AMMO BOX FOR CHOOSING MUNITION>,
ammoBoxRocketName = <STRING - NAME OF PROP ACTING AS ROCKET AMMO BOX FOR CHOOSING MUNITIONS>
}
733 downloads
0 comments
Updated
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Infinite Ammo - Option to toggle
By TheBand
How To Use
Drop the files of the Zip into the games main folder.
Go to Options and look for Infinite Ammo under Graphics.
This will not mess your ammo up on your save file so you can revert back to vanilla gameplay if you wish on your current save!
657 downloads
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Teardown Lua Tester
By The_Sink
This mod is a development tool that allows you to execute Lua code inside "Teardown/data/run.lua" while in-game without needing to restart. The most useful feature of this mod is the ability for it to display print() messages and errors, which makes debugging certain code easier, and the ability to easily hook and un-hook functions to the hud.lua's draw() function (which lets you do stuff like draw UI on the screen without modifying any 'core' files).
If you'd like more detailed information on how to use this, visit it's GitHub repository here:
https://github.com/AStainlessSteelSink/TeardownLuaTester
140 downloads
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Unlock Weapons and Free Weapon Upgrades
By TheBand
How To Use
Navigate to Teardown Scripts folder and place the wanted game.lua file in the directory and reboot the game.
This is a pretty basic script which really just involved editing a few lines in the stored tables and setting a few bools to true which determine if the weapon is unlocked or not.
1,062 downloads
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Timed Heists
By TheBand
Can I play this fresh in the campaign?
It would not be possible to complete these missions in the set times if you do not have your tools unlocked and possibly upgraded as well.
What is this mod?
Timed Heists is a mod that re-works the objective of the campaign missions.
Missions start with the alarm started as you load in, your goal is to complete the game objectives as quickly as possible with no preparation time and make it within the possible time constraints. Each mission in the campaign has a pre-determined timer that we have tested to be possible. It is balanced to full objective completion and was tested with infinite ammo. A toggle-able Infinite ammo will be included in this mod as I support another mod that allows infinite ammo and it is how this mod supposed to be played. If you do not wish to have the Infinite Ammo included just remove the main.lua within the script folder of the zip.
How do I enable Timed Heists?
Go to Options > Graphics and look for Timed Heists. Enable that and start a campaign mission!
How To Install
Drag the folders within the zip into the Teardown/Data directory.
Credits:
NotInTheBand#6666: Scripter
ognianov#3839: Helped test most of the maps for time-frames possible for completion.
104 downloads
0 comments
Submitted
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Extended Alarms
By TheBand
How To Use
Replace heist.lua with the corresponding heist.lua file that you prefer in the scripts directory of Teardown.
This mod is currently just a small script edit on line 20 of heist.lua and can be done by anybody themselves without downloading the file if they wish by modifying the level.alarmtimer. I may add a way to modify the timer in-game later when I study the games code a bit more.
220 downloads
0 comments
Submitted
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Retrowave main menu
By Shibe
Replaces the main menu, main menu music, mission complete and mission fail music. (music credit can be found in the folder)
To install, extract the zip and drag the data folder into the root of your teardown replacing any files it asks.
Only known incompatibilities: mods that change loading.lua and menu.lua, best to make a backup.
511 downloads
0 comments
Submitted